Seal of Vengeance now deals [ 13% of AP + 6.5% of Spell Power ] Holy damage (down from [ 15% of AP + 7.8% of Spell Power ]) and has a new effect - Once stacked to 5 times, each of the Paladin's attacks also deals 33% weapon damage as additional Holy damage.
(DoT damage reduced, still not sure on Judgement damage)
Seal of Command has been redesigned - All melee attacks deal [ 36% of mw ] to [ 36% of MW ] additional Holy damage. Lasts 30 min. Unleashing this Seal's energy will judge an enemy, instantly causing [ 8% of AP + 13% of Spell Power + 19% of mw ] to [ 8% of AP + 13% of Spell Power + 19% of MW ] Holy damage.
(Massive judgement reduction: -5% weapon damage, -8% AP, -12% SP, seems to have lost the auto-crit on stun)
* Seal of Vengeance now deals [ 13% of AP + 6.5% of Spell Power ] Holy damage (down from [ 15% of AP + 7.8% of Spell Power ]) and has a new effect - Once stacked to 5 times, each of the Paladin's attacks also deals 33% weapon damage as additional Holy damage.
* Vindication now Gives the Paladin's damaging melee attacks a chance to reduce the target's attack poewr by 23/46 for 10 sec.
* Crusader Strike now causes 75% weapon damage. (Down from 110%)
* The Art of War now reduces the cast time of your next Flash of Light or Exorcism ability by 0.75 sec everytime your melee attacks critically hit.
* Judgement of the Wise now affects your damaging Judgement spells (Old - All Judgement spells) and Replenishment effect now regens 1% of the maximum mana per 5 sec. (Down from 0.25% every sec)
* Eye for an Eye now causes 10% (down from 20%) of the damage taken to the attacker as well.
* Seal of Command has been redesigned - All melee attacks deal [ 36% of mw ] to [ 36% of MW ] additional Holy damage. Lasts 30 min. Unleashing this Seal's energy will judge an enemy, instantly causing [ 8% of AP + 13% of Spell Power + 19% of mw ] to [ 8% of AP + 13% of Spell Power + 19% of MW ] Holy damage.
* Judgement of the Wise now affects your damaging Judgement spells (Old - All Judgement spells) and Replenishment effect now regens 1% of the maximum mana per 5 sec. (Down from 0.25% every sec)
Good to see the tooltip change finally making it "live" (well, PTR). Specifically that you only get mana refund when your Judgement does damage - absorption provides no mana return.
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."
Coliseum set bonuses data-mined at, as well as Libram
# Paladin T9 Retribution 2P Bonus (Righteous Vengeance) (Class: Paladin) -- Your Righteous Vengeance talent now has a chance for its damage to be critical strikes.
# Paladin T9 Retribution 4P Bonus (Judgement) (Class: Paladin) -- Increases the critical strike chance of your Judgements by 5%.
Paladin T9 Retribution Relic (Seal of Vengeance) (Class: Paladin) -- Each time your Seal of Vengeance ability deals periodic damage, you have a chance to gain 200 strength for 16 sec.
Libram seems reasonable depending on proc rate of course, while set bonuses seem extremely underwhelming unless there's planned changes for RV and/or Judgement(unlikely). As it stands, both are weak components of our damage breakdown. We'll obviously need to see the gear to decide, but it seems likely that BiS would overtake our set with the bonuses as they stand.
Quick napkin math on the libram. S7 libram will most likely be 168 AP with 100% uptime, and the new libram gives 506 AP raid buffed(kings, div str). It will need at least 33% uptime to equal the PvP libram.
edit: vorda, they did mention something about overpowered Druid bonuses going away. Perhaps they're going to go back over the T8 bonuses and nerf them. Rampant speculation of course, but the bonuses seem like downgrades or sidegrades across the board. I suppose they could also be placeholders.
Last edited by Rasputin : 06/23/09 at 7:01 PM.
Reason: corrections
I'd expect the set bonuses to change a bit. For some classes (like priests), the new bonuses are a direct downgrade to the old ones (10% crit on poh --> 5% crit)
I put the 2 piece and 4 piece set bonuses into Rawr. In a sample character whose initial dps is 6,146, 2 piece is worth 127 dps and 4 piece is worth 41 dps. Can't model the new T9 libram yet, as we have no idea its proc rate or cooldown.
There's currently 13 T9 set bonuses that're +5% Crit chance to certain abilities, so I'd venture a guess at them being placeholders.
For another note, the new Libram would, seemingly, double/triple/quadruple in effective uptime in AoE situations where we can sustain SoV stacks on multiple targets for extended periods of time (Kologarn, for example).
Originally Posted by Endoscient
I put the 2 piece and 4 piece set bonuses into Rawr. In a sample character whose initial dps is 6,146, 2 piece is worth 127 dps and 4 piece is worth 41 dps. Can't model the new T9 libram yet, as we have no idea its proc rate or cooldown.
The 4pieceT9 modeling so low is no surprise but the 2pieceT9 seems rather good, numerically, compared to 4pieceT8 which is 140~ according to RAWR.
It would be nice if the stats on our T9 was better than the off pieces that drop in the raid. That would be the only way to justify the low 4 and 2 piece dps
Of all the changes this is the worse. AOW does not make your exo instant instead reduces the cast time from 1.5 seconds to .75 seconds.
So even when instant it will reset your swing timer. Completely fail
It will either be 0.75 per point for 1.5 seconds at 2 points, or stack two times, requiring two crits per exorcism.
Blizzard has stated that they want /stopcasting macros to reset the swing timer, implying that using the ability correctly will not.
A latent appliance fetishist is someone who refuses to admit to his or herself that sexual gratification can only be achieved through the use of machines.
- L. Ron Hoover
It will either be 0.75 per point for 1.5 seconds at 2 points, or stack two times, requiring two crits per exorcism.
Blizzard has stated that they want /stopcasting macros to reset the swing timer, implying that using the ability correctly will not.
AoW will remain as is (you can see the "new" talent trees on mmo-champion), in that one melee crit will proc the ability. Making Exo/Flash instant cast require two crits would be a bad idea and a dps loss.
Enhance has a similar ability (get up a buff, then a cast time spell is instant), so the functionality is there to have Exo not reset the swing timer. The /stopcasting comment likely refers to coding the macro text to reset your swing timer if you use it.
Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
I'm sorry if this question / idea has been addressed but I've only loosely been following this article. But the implication of Seal of Vengeance been made into our DPS seal has basically removed the need for expertise if you glyph for it. My question is, what kind of speculations have been made as to the weighting of certain stats considering this change. I can assume Hit rating and strength are still sitting on first and second respectively, but what has moved positions persae.
Depends on whether you can get the expertise from gear. If you can passively cap without gimping other stats its possible to drop the glyph for Exorcism, or perhaps the expertise gear from CC will be awful and you'll need the extra boost from the glyph. Nice extra dimension to gearing actually.
Initial impressions from my 15 minutes on a premade toon:
1) Mana is a HUGE problem. Without lowering the cost of CS to match the new spam I was constantly dipping negative even with liberal DP usage and JoW.
2) Art of War still procs from Judgements, as well as white/CS/DS. Continual uptime, no problem whatsoever for PvE. With the crit suppression in PvP it could be interesting, but I don't feel that it is the answer to the supposed "skill" component GC had hinted we were getting.
3) Command is dead for PvE. The Judgment was hitting for less than half of what my JoV was getting (with SotP factored in). I didn't get a chance to test exact scaling, so if no one has done it when I wake up tomorrow I'll get to it.
JoW, JotW, and DP on cooldown. Ideally we should be very close to self-sustaining here (for PvP reasons), but I was running from full to dry over the space of 3 minutes.
JoW, JotW, and DP on cooldown. Ideally we should be very close to self-sustaining here (for PvP reasons), but I was running from full to dry over the space of 3 minutes.
If glyphed Command makes us self-sustaining in PVP then it's fine. We don't necessarily need to be self-sustaining without raid buffs assuming SoV usage.
Does anyone yet know by what amount Vindication will decrease the target's attack power at level 80? In terms of raid support it seems I have to decide between Divine Sacrifice + 1 point left (which seems much better) or 2 points Vindication.
This looks like the spec I'll be going with (for now).
- Not taking vindication; since it will probably be equal to demo shout or faerie fire and therefor won't be needed.
- Not taking divine sacrifice; I'm really only taking it for Divine Guardian at the moment since Divine Sacrifice falls short in 25mans where Hand of sacrifice is enough.
- Not taking divinity; Certainly handy, but less attractive due to SoB/Sotm being removed.
- Taking full benefit of divine guardian; BoP's are alot more handy then Divine Guardian's.
- Taking full benefit of Unyielding Faith; Same reason as Stoicism
This however also appeals to me, with a heavier focus on offhealing when it's needed (Hello, Yogg).
Does anyone yet know by what amount Vindication will decrease the target's attack power at level 80? In terms of raid support it seems I have to decide between Divine Sacrifice + 1 point left (which seems much better) or 2 points Vindication.
2 points of Vindication is 574 attack power, which is equal to the other talented attack power debuffs.
--
With regards to specs, I'd suggest trying to figure out a way of picking up Vindication. How exactly you'd do so depends on your usual raid composition however, it's likely that at least one of the other buffs you bring from the Retribution tree is superfluous, and the points from that can be put into Vindication. As to why you'd pick Vindication since it's probably also superfluous, that is simply because it's the first attack power debuff available that has no raid DPS loss associated with it. I'd also suggest against dropping Divine Sacrifice, even without two points in Divine Guardian it remains a very powerful cooldown.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
If you'd like to have Vindication AND Divine Sacrifice you can probably take this Spec into account. It sacrifices no primary DPS talent or raid support, but 7% runspeed. I personally like the 15% runspeed a lot and it would hurt to lose them, but the new Vindication is nice to have as you mentioned.
In terms of Glyphs I'm still undecided. We will have to consider if it's viable to drop Consc or Exo glyph for the Vengeance glyph so we can take more items with no expertise on them.
Libram of Valiance is currently available from the Emblem of Triumph vendor for gold (as is everything) and in 15 minutes, it has yet to fall off from me just auto-attacking a level 80 Target Dummy. It generally refreshes in 1-2 ticks of Vengeance.
Barring any changes to the Libram (which I'll bank on), this relic is a whopping +506 static AP, self-buffed, making it head, shoulders, chest, and knees above the upcoming Relentless Gladiator's Libram.