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Old 04/08/09, 8:40 AM   #3361
rea123
Glass Joe
 
Human Warrior
 
Azjol-Nerub (EU)
Originally Posted by Maylander View Post
Not really. Our guild bank pays everyone the respec costs if the officers ask for a specific spec (i.e they want a specific buff that someone normally doesn't pick up in a certain spec, or they want someone to spec an off spec).

Right now, I only spend money on respeccing to or from PvP spec, which makes it 100-200g per week out of my own pocket. After I get dual spec, I will still have to do just that.

At any rate, this is all rather pointless, I was just trying to explain why someone brought up the whole PvP/PvE spec discussion - dual specs won't be enough for them. They'd need quad spec in order to save any gold.
Without wanting to prolong this much further, couldn't you therefore DS PvP/PvE, saving yourself 100-200g per week, and have the guild bank continue to pay you for raid respecs? Or if they are insisting that your DS is used for raid utility, and that PvP/PvE respecs are out your own pocket, surely the 1000g should come from GB?

That said, I cannot abide PvP myself (*sob* WTB libram...) so I await DS with joy in my heart ;-)

I had a debate (OK, argument) with a guildie last night who thought DS should be up to 10 specs at 100g each. The thought of 25 people trying to coordinate a spec-per-boss setup gave me nightmares. And while some may use 4-spec for ret/holy PvP/PvE, others would go with per-boss specializations, and we start down the path to raid-management hell. Not to mention raid balancing issues.

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Old 04/08/09, 9:10 AM   #3362
 Zurm
The Ultimate in /facepalm Technology
 
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Blood Elf Paladin
 
Arthas
Originally Posted by Kaprina View Post
In general, I'm rather disappointed at the changes, and fairly disappointed that the community seems to be so complacent regarding them. I actually expected a lot of resistance when I first heard about the proposed talents that were supposed to 'entice' us deeper into prot, but reading the last few pages of this thread might actually lead one to believe that you all like, or at least, accept that the outmoded recoil on Blood/Martyr is still appropriate at this point in the game. They left recoil in and gave us a 17 point way to mitigate the damage. And they still have addressed none of the fundamental gameplay issues with the spec. Seems to me like they pulled a fast one on the ret community...
I suppose for me, having played ret pre 3.0 extensively, all these changes are nice compared to what was there. If you take a look at many of the 3.1 changes, MOST classes are getting nerfed. We, however, got a (albeit very slight) buff. Yes, the recoil is still in the game, but it is less overall, and far less bursty. Before, I could get a 8-10k+ recoil on some fights in Ulduar quite regularly... followed by a boss AoE for 12k+. Those two can potentially kill you if you aren't always topped off. It's much more manageable now, since seals do a much smaller % of recoil than judgements.

Sure, there's always room with improvement. But they've made it quite clear that recoil stays, and that's something we have to deal with. Be glad they gave us ANY way to mitigate it; that's better than what we have right now. And on PTR, with worse gear than I have on live, I was doing far better on boss meters overall. I'm not worried about ret's place anymore. We are amazing raid support, heal a lot, and still do enough damage to keep our raid spots.

Back, semi-casual, and proud of it.

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Old 04/08/09, 9:17 AM   #3363
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Originally Posted by flyingtoastr View Post
In addition you only get a new shield when your old one breaks (i.e. you take damage), not magically when the cooldown is up or f you full absorb when the cooldown is up. Thus you won't have any problem with "stacking" shields, since the old one needs to be completely used before a new one can proc.
The carryover beyond 6 seconds in fights where AOE is less frequent than 6 seconds is epic for recoil reduction. I do have a question, however. With standard ability you cannot consta-proc. If shield bursts below 6 seconds you wait out internal cooldown, then new can proc. If shield is unused after 6 seconds, it drops, then new can proc.

Talented, if burst below 6 seconds, wait out internal CD. If not burst, can the improved-length shield consta-proc? Shield procs at time 0 for (random easy number) 2000 absorbtion. Blow at time 3 eats 200 (1800 remains), you take 0. Blow at time 6 eats 1400 (400 remains), you take 0. Blow at time 8 eats 600 and is reduced by remainder (400), you take 200. Does this 200 immediately proc a new shield? Based on normal mechanics I'd guess "yes", but would like confirmation from someone who has used it on PTR.

If true that's ridiculously powerful absorbtion and far more useful than untalented (6 seconds). Rather than having to take an entirely unmitigated outside source (full damage) to proc and absorb for 6 seconds, you can take overflow from mitigated damage. That would mean overall less inbound damage total on a fight than 6 seconds could possibly provide.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

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Old 04/08/09, 9:54 AM   #3364
rldolph79
Von Kaiser
 
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Human Paladin
 
Alexstrasza
Originally Posted by Kaprina View Post
I think what it boils down to is that most of us will take DG not because we really need it, but because there's really nothing better to take...
^THIS. You guys can argue all you like, but specing into holy is pointless since we're not going to have mana issues any more and SoR is useless in any situation. That essentially leaves only prot. 0/17/54 is the way to go for PvE, because the choice is between a little more utility or crap you'll never need.

Originally Posted by trv186 View Post
The conversation seems to be moving to the point where people are saying we must keep SS up on ourselves at all times and arguably keep AOW flashes up quite often as well. Those moves require GCDS still which means your sacrificing another attack to heal yourself essentially.

I know we have the occasional free GCD every now and then. However I doubt it is enough to have 100% uptime on SS. The SS is not going to wear off you right at the time you have a spare GCD it will come off when you want to CS, DS , Judge, EXO or Conc.
Consider the dead horse beaten... You have time to holy wrath now, so you'll have time to cast a shield on yourself. You have more than enough open GCDs to make it happen without affecting DPS at all. 100% uptime is going to be very easy unless you're terrible.

Instant FoLs are for saving your life. You're not going to use them every time AoW procs as your healers will keep you topped almost all the time. However, when you're at 1000 health and the healers are busy, it's worth sacrificing a few dps to stay alive, and now that it no longer resets the swing timer you're losing very little in the grand scheme.

Last edited by rldolph79 : 04/08/09 at 10:00 AM.

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Old 04/08/09, 9:57 AM   #3365
Bubbele
Glass Joe
 
Human Paladin
 
Terenas (EU)
Originally Posted by Exemplar View Post
The carryover beyond 6 seconds in fights where AOE is less frequent than 6 seconds is epic for recoil reduction. I do have a question, however. With standard ability you cannot consta-proc. If shield bursts below 6 seconds you wait out internal cooldown, then new can proc. If shield is unused after 6 seconds, it drops, then new can proc.

Talented, if burst below 6 seconds, wait out internal CD. If not burst, can the improved-length shield consta-proc? Shield procs at time 0 for (random easy number) 2000 absorbtion. Blow at time 3 eats 200 (1800 remains), you take 0. Blow at time 6 eats 1400 (400 remains), you take 0. Blow at time 8 eats 600 and is reduced by remainder (400), you take 200. Does this 200 immediately proc a new shield? Based on normal mechanics I'd guess "yes", but would like confirmation from someone who has used it on PTR.

If true that's ridiculously powerful absorbtion and far more useful than untalented (6 seconds). Rather than having to take an entirely unmitigated outside source (full damage) to proc and absorb for 6 seconds, you can take overflow from mitigated damage. That would mean overall less inbound damage total on a fight than 6 seconds could possibly provide.
Right now you don't even need to take damage to refresh the proc. I could keep up the shield 100% of the time and never take damage when testing on a low level mob.


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Old 04/08/09, 10:17 AM   #3366
Rurahk
Von Kaiser
 
Human Paladin
 
Shandris
Originally Posted by Bubbele View Post
Right now you don't even need to take damage to refresh the proc. I could keep up the shield 100% of the time and never take damage when testing on a low level mob.
Confirmed. It appears to refresh when an attack is absorbed after 6 seconds has passed.

WWS

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Old 04/08/09, 10:58 AM   #3367
 frmorrison
Protector
 
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Ashstrike
Human Paladin
 
No WoW Account
Originally Posted by Rurahk View Post
Confirmed. It appears to refresh when an attack is absorbed after 6 seconds has passed.

WWS
6 seconds is the internal cooldown on procs (4 sec with holy 4 T8).

In fact, it is good that SS is able to refresh every 6 seconds, while still lasting 12 seconds. That way it doesn't become OP and get nerfed (by stacking) and once Blood has weakened the shield and you take more damage 6 seconds later from all the AoE the shield can get full strength again.

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Old 04/08/09, 10:58 AM   #3368
Raencloud
Piston Honda
 
Gnome Mage
 
Stormrage
Originally Posted by Blackthought View Post
Does this setup still hold up with the confirmation of the 2roll system?
It should, since it's designed to be hit capped and very close to expertise capped (or as a dwarf you can be expertise capped with a Jawbone and possibly be better off than with a Betrayer).

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Old 04/08/09, 11:26 AM   #3369
Exemplar
Bald Bull
 
Human Paladin
 
Scarlet Crusade
Nice. Definitely increases the value of DG futher due to the 12 sec duration. A low but constant inbound damage situation could provide 100% shield up-time (i.e 100% mitigation). Unatalented 6 second duration, 6 sec internal cooldown meant you would have to take inbound unmitigated damage every 6 seconds to keep it active (i.e. not 100% mitigation).

Even if AOE combined with recoil chews through a shield's maximum protection, I can easily see how we would suddenly drop to the bottom of the list on inbound damage on the Ulduar AOE heavy battles.

Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."

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Old 04/08/09, 11:57 AM   #3370
Alleyra
Piston Honda
 
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Blood Elf Death Knight
 
Dragonblight
Originally Posted by Maylander View Post
You are contradicting yourself. You keep saying imp BoM is required, but utility is not required. Imp BoM is definetly in the "utility" department, since a wide range of people can bring that buff (Holy, Ret, various Warriors). It's certainly more practical for a Paladin to keep it up, but not required, and there is no dps loss if a Warrior keeps it up, hence it can't be counted as a pure dps talent any more than other practical talents (i.e DG that keeps you from dying). If you want to talk raw specs, 5/52 is the base of our current spec, not 5/54.
There's nothing contradictory about my statement.

I find Improved Might to be a better way to go than Improved Battle Shout. No limitations on range, 30 minute duration, slightly more AP than Battle Shout; and if your raid only runs with one Warrior, it allows for use of Commanding Shout. From a pure "DPS increasing" standpoint: Improved Might increases your DPS/damage. It's what you will use on yourself while out solo or in raids -- hence my own personal view that it's necessary. Again: you're welcome to spec how you wish, if you feel Improved Might is "wasted;" or that your Warriors are that good at maintaining Shouts.

But honestly, we need to stop trying to argue that survivability increases your DPS. It's a ridiculous claim. As I stated:

Originally Posted by Alleyra
Survivability is not a DPS gain. Show me some numbers to back up this claim. Please show me a target dummy parse how a Paladin specced 0/5/54 will do less DPS than a Paladin specced 0/17/54. (recoil notwithstanding.)
In that scenario, a Paladin using Improved Might (versus one that is not) will do more damage and have higher DPS.

Regarding dual specs, you can lament how often you respec at your guild's behest: but if they're paying, why complain? I am not brought to raids to heal. Occasionally I'm asked to tank, (i.e. Sarth adds) but I spend the bulk of my time respeccing on a day to day basis between PvE Ret and PvP Ret. Unless you never respec, or respec so infrequently for the rest of WoW's duration: it's ultimately a savings. But again, you missed the point that my example was trying to illustrate:

-There is no "cookie cutter" Ret build with 3.1. At best, we can give a basic framework. (0/5/54, or 0/5/52 for you.)
-Survivability is not DPS.
-Broad generalizations/blanket statement will not work in determining what's "mandatory" -- i.e. everyone's raid composition is different, etc.

And ultimately, dual spec is not what we are really here to discuss.

Ghostcrawler: If there is a spec we want to avoid over-buffing so that we don't have to nerf them, it's Ret.

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Old 04/08/09, 12:25 PM   #3371
Kaprina
Von Kaiser
 
Draenei Paladin
 
<PUG>
Kilrogg
Originally Posted by Karakas View Post
20% on top of SS makes a difference - a 20% difference, in fact (obvious effect is obvious)?

The benefit of bringing the duration to one minute is also very big, since it allows for further mana conservation and more flexible GCD usage. Having Sacred Shield last only 30 seconds can be difficult to juggle at times with the way our "rotation" works.

I said 20% won't make an appreciable difference. Yes, 20% is 20% more. That is indeed quite obvious. The argument being bandied about, however, is that 'dead pallies do no dps' which is predicated on the notion that the paladin sans DG will DIE because he lacked that 20% buffer. This might happen, eventually, but I wager that if the situation is so bad that you will die without that 20%, the attempt is probably a loss anyway. I stand by my assertion that DG is not going to make an appreciable difference in ret survival.

As for the benefits of the duration you mention-- So essentially DG turns a situational defensive utility buff into yet another button the ret player can thoughtlessly mash on cooldown. And that's good because...? Maybe we should skip DG, just so we have something to think about...

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Old 04/08/09, 12:49 PM   #3372
Stereonights
Glass Joe
 
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Blood Elf Paladin
 
Turalyon
I feel as though the argument about whether or not survivability benefits DPS is straying readers away from why we're considering Divine Guardian as a Retadin talent to begin with.

Assuming that we're here to try and min/max Retribution's DPS, we've pretty much cornered that through 52/54 points in the talent tree. There really aren't any other talents we can aim for to increase our DPS with the exception of Divine Intellect, but the benefits of that talent are so minuscule that using a total of 10 points just to gain the talent seems foolhardy. Other aspects of the class we can focus on could be anything else that would help out in a raid setting aside from our DPS, and the Protection tree offers a nice bag of goodies in that department. Divine Sacrifice is a nice way of preventing raid damage, and Divine Guardian improves both Divine Sacrifice and Sacred Shield, both of which can go a long way in saving your healers' mana on an encounter. There isn't any talent path a Retadin can pick that provides as much raid utility as a Protection subspec. This is probably why 0/17/54 is being seen as the cookie-cutter spec for 3.1. Setting aside the issue of whether or not Divine Guardian will actually increase your DPS on the rare chance that the 20% increase to SS will mean the difference between life and death, the fact that you can benefit your raid through prevented damage and a small buttress for healers is reason enough to take the talent (and if you went far enough into the Protection tree to get Divine Sacrifice, why not boost it further with Divine Guardian? You do get a really nifty bonus to Sacred Shield as well). There seem to be arguments being made for taking PvP-utility talents instead (Divine Purpose), but that's not really cookie-cutter considering the thread we're in.

And also, it's misleading to say that survivability increases DPS. One should say not dying means you won't lose DPS. Dumping points into the Protection tree is just a little, but nifty, insurance policy against an untimely death, which will thus prevent a dip in your damage and help you maintain your e-peen.

Last edited by Stereonights : 04/08/09 at 12:52 PM. Reason: clarity

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Old 04/08/09, 1:51 PM   #3373
Petersen
Von Kaiser
 
Human Death Knight
 
Twisting Nether
Originally Posted by Alleyra View Post
But honestly, we need to stop trying to argue that survivability increases your DPS. It's a ridiculous claim. As I stated:

<snip>

-Survivability is not DPS.
You are right, we do need to stop arguing that. Dead DPS = 0. Survivability reduces the chance to die, ergo, reduces the chance that your DPS will drop to 0. What you're saying is like saying we don't need PoJ because it doesn't contribute to DPS. Just because certain talents do not make your attacks hit harder does not mean it is a null increase in DPS.

Sure you can always just blame the healers if you die, but if you were not doing your utmost to survive a fight that you know punishes the DPS, you're just as much at fault.

¬The Original PalaTank, William Erik Petersen The Unbreakable
Tanking with a Paladin since before it was cool.

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Old 04/08/09, 2:00 PM   #3374
Arthaal
Don Flamenco
 
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Blood Elf Paladin
 
Deathwing
Originally Posted by Exemplar View Post
Nice. Definitely increases the value of DG futher due to the 12 sec duration. A low but constant inbound damage situation could provide 100% shield up-time (i.e 100% mitigation). Unatalented 6 second duration, 6 sec internal cooldown meant you would have to take inbound unmitigated damage every 6 seconds to keep it active (i.e. not 100% mitigation).

Even if AOE combined with recoil chews through a shield's maximum protection, I can easily see how we would suddenly drop to the bottom of the list on inbound damage on the Ulduar AOE heavy battles.
And with raid wide AoE the way it's been reported in Ulduar, it's looking like a great talent for Retribution. The 12s duration on the proc also goes some way towards making Holy paladins slightly less bitter about the single target change. I guess I never even considered the talented version might work out that way (seemed too good to be true, almost like if the 10% better Div Sac somehow decreased the damage transfered by 10%).

Introducing a rolling mechanism somewhere on the holy tree could be an option if they still think we have issues with AoE situation down the road (I still think it a travesty that the ability scales better for retribution than holy still).

Percent modifiers R'US

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Old 04/08/09, 2:53 PM   #3375
Alleyra
Piston Honda
 
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Blood Elf Death Knight
 
Dragonblight
Originally Posted by Petersen View Post
You are right, we do need to stop arguing that. Dead DPS = 0. Survivability reduces the chance to die, ergo, reduces the chance that your DPS will drop to 0. What you're saying is like saying we don't need PoJ because it doesn't contribute to DPS. Just because certain talents do not make your attacks hit harder does not mean it is a null increase in DPS.

Sure you can always just blame the healers if you die, but if you were not doing your utmost to survive a fight that you know punishes the DPS, you're just as much at fault.
You're putting words in my mouth. The emboldened piece of your post is also factually false. I am not advocating that you should do nothing to assist in survivability. I still cannot believe despite my proclamation that I will likely spec 0/17/54 and I can see the benefits it offers, in terms of raiding and survivability; that we are going to argue this into minutia. Let me, again, restate the intent of my point:

I'm more concerned with the idea that we're going to reboot this thread and attempt to tell anyone that isn't "cookie cutter" specced that they're doing something wrong, which is entirely false.

Survivability is not a DPS gain. Show me some numbers to back up this claim. Please show me a target dummy parse how a Paladin specced 0/5/54 will do less DPS than a Paladin specced 0/17/54. (recoil notwithstanding.)

To recap: our "required" talents to increase our DPS are 0/5/54. The other 12 points are used for PvP/PvE utility or survivability (some of which are particularly useful to survival): they do not provide a DPS increase.

Survivability does not equate to DPS gain: it equates to DPS maintenance.
Please particularly note my comment about DPS maintenance.

Your comparison to PoJ is also wrong. More time spent damaging a target versus moving to engage it results in a damage gain, especially if it results in an earlier start on Vengeance, RV, etc. Your comparison is apples to oranges. With this type discussion, we may as well start comparing the damage gain benefits of Armor versus Crit. There is zero direct correlation. Will more armor allow you to utilize that crit more? Possibly. But the armor itself does not directly result in a DPS gain.

Before you attempt to respond with "Alleyra, that's just crazy, you can't compare armor to crit!" Please go read my previous posts. Read what I'm actually advocating rather than jumping to the knee-jerk reaction of, "Well if you're dead you don't do damage!" Nobody is denying this point. What we are debating is what is a DPS talent and what is a Utility or Survivability talent. DG and DS are the latter. Maximizing our DPS is not dependent on having those talents: their usage is subjective to the raid environment and your raid's composition.

Originally Posted by Khaelarys
The talents you guys are arguing over are not dps talents. No more than stamina is a dps stat.. It's misleading to call it otherwise.

If you want to argue that you'll die without survivability talents, fine. Argue that. Or if you want to argue that recoil continues to be a punitive and unnecessary effect on Blood, then I agree. But there's a very real distinction, through this thread and the ones before, that define a dps talent, and this isn't it.

There is either math in a target dummy parse that indicates that a talent is a dps increase, or there is not.
This is the point. Nothing more, nothing less.

Ghostcrawler: If there is a spec we want to avoid over-buffing so that we don't have to nerf them, it's Ret.

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