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Old 04/16/09, 12:32 AM   #136
J1M
Von Kaiser
 
Blood Elf Paladin
 
Nathrezim
Originally Posted by Vectivus View Post
You're taking Imp HoJ over Imp BoM, for one. Unless you run multiple Holy Paladins who coordinate specs, there's no guarantee anyone else is providing Imp BoM, and Imp HoJ is not a strictly PvE-relevant talent.

Other than that, though, there's nothing wrong with what you've suggested. The increased healing talent is a flavour choice, IMO.
As I stated I don't need it in my situation, but overall I'd argue that there's no reason for any ret paladin to be bringing imp might. If you are the only paladin in a raid you'll be using kings. If there is a prot or holy paladin in the raid they should have imp might anyway, and I don't know of any raids where there are multiple paladins who are all ret...

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Old 04/16/09, 12:40 AM   #137
Alleyra
Piston Honda
 
Alleyra's Avatar
 
Blood Elf Death Knight
 
Dragonblight
Originally Posted by J1M View Post
As I stated I don't need it in my situation, but overall I'd argue that there's no reason for any ret paladin to be bringing imp might. If you are the only paladin in a raid you'll be using kings. If there is a prot or holy paladin in the raid they should have imp might anyway, and I don't know of any raids where there are multiple paladins who are all ret...
Most Holy Paladins won't/don't spec into Ret given the 3.1 changes, they will go the same route into Prot that many of us have chosen. (0/17/54) Nor will most Prot Pallies spec into that specific talent. In a single Paladin situation, I would still choose Might over BoK for myself. The DPS gains are far better from Might than BoK, especially if it's talented. If you're looking for survivability for a particular fight, BoK is baseline, so it will always be there.

If you raid does fine without you speccing for Imp. Might: fantastic. However, don't come to these boards and advocate your spec's use without some real math and reasoning behind it. What works for your raid composition may not necessarily work for other's.

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 04/16/09, 12:43 AM   #138
Vectivus
foreign contaminant
 
Vectivus's Avatar
 
Tauren Death Knight
 
Mal'Ganis
Originally Posted by J1M View Post
As I stated I don't need it in my situation, but overall I'd argue that there's no reason for any ret paladin to be bringing imp might. If you are the only paladin in a raid you'll be using kings. If there is a prot or holy paladin in the raid they should have imp might anyway, and I don't know of any raids where there are multiple paladins who are all ret...
You didn't state that, and it doesn't change the fact that from a total PvE purist's perspective, Imp HoJ gives you absolutely nothing in terms of single-target PvE DPS, where Imp BoM might.

A Holy Paladin could equally well spec for Imp Devo and Divine Sacrifice+Guardian, so that point is questionable. Prot Paladin, sure, but unless you can unquestionably guarantee their presence, your argument doesn't hold.

Long story short - your logic, while technically accurate, is presumptuous and ignores variables that are beyond a typical person's control, hence the reason that the 'ideal' spec is not the one you have suggested.

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Old 04/16/09, 1:15 AM   #139
Atgard
Glass Joe
 
Dwarf Paladin
 
Misha
Originally Posted by Avitus View Post
Zurm I think you're forgetting Sanctity of Battle CS should always hit harder than DS (by 5% if 2pieceT7 or 15% otherwise). As you put it however, yes it's ultimately irrelevant as it's DPS that matters and not simply damage, the CS cooldown seals the deal.
I've seen a few people mention that the rule for FCFS priority should be "highest DPS first." I do not believe this is technically accurate. You should achieve better results if you go with "highest damage per cast/button press" first.

Let's assume (just to illustrate the point) that you have two abilities: judgement and crusader strike. Judgement does 30,000 damage on a 60 second cooldown. Crusader Strike does 1,500 damage on a 1.5 second cooldown.

The DPS of Judgement is 500. The DPS of Crusader Strike is 1,000.

That would mean, if you do "highest DPS first," you'd hit CS every 1.5 seconds, every GCD, and never hit Judgement. This would be a big DPS loss.

If, instead, you do "highest damage per cast first," you'd hit Judgement first, then a whole bunch of CS, then Judgement whenever it's off CD. In a minute, instead of hitting 40 CS for 1,500 each, you hit 39 CS for 1,500 each and 1 Judgement for 30,000. Obviously the judgement will raise your overall DPS / damage done.

If I'm missing something here, please let me know. But I don't think cooldowns should enter into the FCFS priority discussion (only if you're talking about clash resolution or a "rotation," but that's not FCFS).

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Old 04/16/09, 1:27 AM   #140
Mooncrow
Von Kaiser
 
Mooncrow's Avatar
 
Night Elf Druid
 
Uldaman
Originally Posted by J1M View Post
I don't understand why I see so many people taking the 5% increased healing talent. (And yes I am aware of the double bonus when healing yourself)

In fact, this looks like the only sensible talent spec, unless your guild does not have a holy paladin.

http://talent.mmo-champion.com/?pala...0&version=9767

What am I missing?

Aside: Being able to use a resist aura all the time is really nice, and perhaps the best ret change in 3.1.
Given that most ret paladins are judging Light, and JoL is a fairly significant raid heal, whereas Toughness, Stoicism, and Imp HoJ are of barely any PvE value at all, Divinity seems like the no-brainer choice. If for some reason you're always judging Wisdom, it's value is diminished, but I personally would value take 5% healing taken as a better survivability talent over the other choices.

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Old 04/16/09, 1:44 AM   #141
Taraxuss
Glass Joe
 
Dwarf Paladin
 
Gilneas
Originally Posted by Atgard View Post
Let's assume (just to illustrate the point) that you have two abilities: judgement and crusader strike. Judgement does 30,000 damage on a 60 second cooldown. Crusader Strike does 1,500 damage on a 1.5 second cooldown.
The problem with your argument is that we don't have any abilities that are spammable (IE, a cooldown as long as the GCD). A more accurate situation would be one with Crusader Strike on a 3 second cooldown. In this situation, with casting CS first, you are only delaying Judgement by a second and a half, as opposed to never using it. In such a situation, it's a choice between lengthening Judgement's cast by 2.5%, to 61.5 seconds, or lengthening CS's to 4.5, every 20th cast. Obviously it's not that simple with a real rotation involving cooldowns that don't dovetail together neatly, but it's closer to accuracy than the situation you suggested.

Last edited by Taraxuss : 04/16/09 at 1:50 AM.

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Old 04/16/09, 2:05 AM   #142
Alleyra
Piston Honda
 
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Blood Elf Death Knight
 
Dragonblight
Originally Posted by Atgard View Post
I've seen a few people mention that the rule for FCFS priority should be "highest DPS first." I do not believe this is technically accurate. You should achieve better results if you go with "highest damage per cast/button press" first.

Let's assume (just to illustrate the point) that you have two abilities: judgement and crusader strike. Judgement does 30,000 damage on a 60 second cooldown. Crusader Strike does 1,500 damage on a 1.5 second cooldown.

The DPS of Judgement is 500. The DPS of Crusader Strike is 1,000.

That would mean, if you do "highest DPS first," you'd hit CS every 1.5 seconds, every GCD, and never hit Judgement. This would be a big DPS loss.

If, instead, you do "highest damage per cast first," you'd hit Judgement first, then a whole bunch of CS, then Judgement whenever it's off CD. In a minute, instead of hitting 40 CS for 1,500 each, you hit 39 CS for 1,500 each and 1 Judgement for 30,000. Obviously the judgement will raise your overall DPS / damage done.

If I'm missing something here, please let me know. But I don't think cooldowns should enter into the FCFS priority discussion (only if you're talking about clash resolution or a "rotation," but that's not FCFS).
This argument is flawed and was proven flawed months ago in the previous Retribution thread. A few points:

1) One cannot look at abilities in a vacuum. (i.e. you cannot compare CS versus Judgement by only looking at CD's and potential damage in a minute. The ability to use an ability/talent more often equates to more damage done by a particular ability.)
2) Highest damage =/= highest DPS. These are two different terms, they are not synonymous.
3) Fight duration and ability cooldowns play a critical factor in determination of "highest DPS."

Here's one of the explanations provided by Left, from the previous Ret thread. Here and here are posts from Avitus explaining how you can "bleed" DPS by prioritizing highest damge over highest DPS.

There are several more posts that explain this in the 3.0 Ret Thread and it's predecessor. I encourage you to scour through those, as they will answer nearly any/every question you may have re: FCFS and clash resolution.

FCFS really has nothing to do with clash resolution, though. I think you may be confusing the two. Clash resolution is merely a guideline if two or more abilities are going to come up simultaneously, it will simply allow you to choose the better (highest DPS) ability. FCFS means you should never really be idle: you are hitting abilities as they come up -- immediately. There is no wait or rotational reset that triggers some elaborate sequence: you just push whatever button you're able to as it is available.

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 04/16/09, 3:48 AM   #143
Banka
Von Kaiser
 
Blood Elf Paladin
 
Jaedenar (EU)
When deviating from the standard recommendation of highest DPS ability as highest priority, it's very important to remember that a pushback on a lower DPS ability is generally less damaging to your overall output than postponing a higher DPS ability.

Personally, I've been using a variable priority system focused heavily on clash resolution (and thus deviating even from the FCFS line of thought) for the past few months, and with very good results aswell.
The REASON I chose this route was that I was confident that I would be able to reproduce the rotation I was after at any given time, regardless of whether I had to move or not.
Constructing an even more complex variant of the same system (which promised an even higher theoretical DPS output), I quickly noticed that the added rules for maintaining the rotation under any given circumstance ended up being too complex to put to any realistic use, and thus that whole adventure was abbandoned without even any field testing

When you switch abilities around in your priority system, you might end up with a rotation that does awesome DPS in a vacuum, but ends up being totally crap if you just shift an ability cooldown by a few seconds.

Mapping your rotation of choice is always a good thing, since it can result in you recognizing good spots to put your sacred shield and divine plea without causing unnecessary pushback, but especially so if you choose to deviate from the standard recommendation.

In short: play around with rotations all you like, since it's essentially a good thing to delve deeper into what you're doing, but be SURE that any changes you make are actually to your benefit.

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Old 04/16/09, 4:34 AM   #144
Maylander
Piston Honda
 
Human Paladin
 
Kor'gall (EU)
Regarding prio: I used to think like Atgard - it does indeed make sense to use the hard hitting stuff first. However, when you look at a more realistic scenario, you can see how push back allows you to squeeze in more hits if you use abilities with a low CD. Here's an example (the values are made up to make it easy to understand).

Excorsism 15.000 per 15 sec = 1000 dps
Judgement 12.500 per 10 sec = 1250 dps
Crusader 9.000 per 6 sec = 1500 dps

Prio E, J, C during 60 sec:
0 Excorsism (E)
1,5 Judgement (J)
3 Crusader (C)
9 C
11,5 J
15 E
16,5 C
21,5 J
23 C
29 C
30,5 E
32 J
35 C
41 C
42,5 J
45,5 E
47 C
52,5 J
54 C

Total: 4E, 5J, 9C = 203.500 damage (218.500 if you manage to squeeze in another E at the end)

Prio C, J, E during 60 sec
0 C
1,5 J
3 E
6 C
12 C
13,5 J
18 C
19,5 E
24 C
25,5 J
30 C
34,5 E
36 C
37,5 J
42 C
48 C
49,5 J
51 E
54 C
59,5 J

Total 10C, 6J, 4E = 225.000 damage

As you can see, the additional casts leads to higher overall damage, since even if you *could* gain one more Excorsism, you'd still lose out in the end.

Edit: I should probably point out that this is a matter of ideal rotations in a PvE setting (i.e Patchwerk). In more realistic settings you are likely to use Excorsism/Judgement as openers when nearing the target (or when running away from them).

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Old 04/16/09, 4:54 AM   #145
aylen86
Piston Honda
 
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Human Paladin
 
Malygos (EU)
Originally Posted by flyingtoastr View Post
Not quite. Raid buffed I have some 25k health. Assuming it is acting correctly I would therefore take a maxed 19.5k damage from Divine Sacrifice plus the normal damage I take from the AoE (in the case of heroic Flame Jets between 4.2k and 6k damage). Thus between the two I'm taking at least 23.7k and at most 25.5k (dead) in that one split second, even with shield wall up.
Unfortunately you are right. Yesterday, I killed myself instantly using shield wall + Divine Sacrifice when the Deconstructor was using Tympanic Tantrum. It's really annoying that you have to combine a 1 minute cooldown with Divine Shield (5 min cd) in order to survive.

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Old 04/16/09, 5:05 AM   #146
Cranmer
Glass Joe
 
Human Paladin
 
Kilrogg (EU)
I'm trying to work out intro-Ulduar wep choice based on recent postings about 1) weapon speed and 2) the small margin of difference between hit, str, and expertise until hit/expertise are capped. The question is this:

I have Jawbone and BoH, and I am a human. Changing no gear at all, Jawbone gives me +10 expertise (literally jump from 16 to expertise cap 26) and .2 seconds slower on weapon speed (3.4 to 3.6). Buffed with Kings, they both provide roughly the same AP amount. You also exchange crit/agility for haste.

This is not a "help me chose my gear post", but a question about stat weights vs. raw weapon damage with all the 3.1 changes. Consider it a hypothetical for the sake of argument.

I suppose I want to put everything together in my mind: would the reweighting of expertise (plus the human racial) push a weapon like Jawbone up to where it is equal or superior to a weapon with more base dps (like BoH)? Is this even a proper way to approach the issue? Flaws in argument and thought process are more than welcome.

In 3.0, this question would be rather silly. But I've run some personal target dummy tests with both weapons and Jawbone always provided me a boost in dps of several hundred. These were not proper tests and could easily have been due to bad dodge streaks with BoH. I'm not hanging my hat on what I 'felt' was the case.

Thoughts?

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Old 04/16/09, 5:11 AM   #147
darkknightx
Glass Joe
 
Human Paladin
 
Stormrage
Change of direction: T8 or T7.5 legs

Finally getting back to EJ posting again. FYI, I love the info you guys have on here, debates and all. Thank you for keeping those of us who want to push our A-game to the next level armed with the knowledge we need.

As usual, First time in VoA on the new boss (this time 10 man) and the Valorous Aegis Legplates dropped. I have the following already:

Legplates of Double Strikes

and

Valorous Redemption Legplates

Pre 3.1, I had used Redemption on trash, and Double Strikes on bosses. Now that 3.1 is here, I was running WWS to see which one would give me more bang for my buck. Using both the spreadsheet and Rawr (as of 04-15-2009) Redemption has an edge to some degree. I was shocked to see how low Aegis was on the rankings. Yet, on my WWS reports for 10-mans (and since my guild is 1/2 filled with "carry-me" chickenheads, we've barely crept into Ulduar after doing 3D Sarth25), I show Double Strikes doing a bit more.

Basically, the $20 question is, "Which one should I use?"

Thank you all in advance.

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Old 04/16/09, 5:16 AM   #148
Maylander
Piston Honda
 
Human Paladin
 
Kor'gall (EU)
Aegis, hands down.

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Old 04/16/09, 5:24 AM   #149
darkknightx
Glass Joe
 
Human Paladin
 
Stormrage
Originally Posted by Cranmer View Post
I'm trying to work out intro-Ulduar wep choice based on recent postings about 1) weapon speed and 2) the small margin of difference between hit, str, and expertise until hit/expertise are capped. The question is this:

I have Jawbone and BoH, and I am a human. Changing no gear at all, Jawbone gives me +10 expertise (literally jump from 16 to expertise cap 26) and .2 seconds slower on weapon speed (3.4 to 3.6). Buffed with Kings, they both provide roughly the same AP amount. You also exchange crit/agility for haste.

This is not a "help me chose my gear post", but a question about stat weights vs. raw weapon damage with all the 3.1 changes. Consider it a hypothetical for the sake of argument.

I suppose I want to put everything together in my mind: would the reweighting of expertise (plus the human racial) push a weapon like Jawbone up to where it is equal or superior to a weapon with more base dps (like BoH)? Is this even a proper way to approach the issue? Flaws in argument and thought process are more than welcome.

In 3.0, this question would be rather silly. But I've run some personal target dummy tests with both weapons and Jawbone always provided me a boost in dps of several hundred. These were not proper tests and could easily have been due to bad dodge streaks with BoH. I'm not hanging my hat on what I 'felt' was the case.

Thoughts?
I would like to give you my own thoughts on this. During 3.0x, I designed my gear upgrades around BoH, meaning I made sure I was both hit and expertise capped when wielding BoH. I, unfortunately, lost the roll for BoH to a hunter, and am still wielding the Jawbone. In a lot of WWS parses, being hit/expertise capped using 1/5 T7.5 gear put me at or above those who were 4/5 T7.5 on most fights (the longer the fight went on, the better I performed vs the 4/5 T7.5 who was not hit/expertise capped).
There was a Dranei Ret who had JC/BS, 4/5 T7.5 and BoH with everything BiS, but he was not hit/expertise capped. Burn fights he would beat me. Duration fights, I would edge by him.

Now, we compare WWS reports, and even with me still using the Jawbone (my only upgrade since then was the Obsidian Greathelm), I am now surpassing him on DPS in both old Naxx content as well as Ulduar (for what little we could kill).

Long story short: These guys don't lie when they say hit and expertise is king until cap, then STR all the way whenever you can.

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Old 04/16/09, 5:33 AM   #150
Maylander
Piston Honda
 
Human Paladin
 
Kor'gall (EU)
Actually, weapon dps is rated far above every other stat, so you'd need a significant amount of stats to outweigh higher dps. Also, BoH is of a much higher item level, so it generally has more stats.

Such tests don't actually show anything - it's all a matter of RNG. Use a spreadsheet or similar to see whether or not you'd gain dps by using X item.

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