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Old 06/24/09, 2:23 PM   #1451
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Nicki View Post
For me the biggest problem with divine sacrifice is that it forces you to bubble during the spell. This is quite annoying as it is a 50% less damage for 12 seconds debuff.
Why should we care? It's the defensive abilities like bubble-sac that justify our slot, not big yellow numbers. If all that mattered in raids was DPS, we may as well just stand at the door buffing and let the raid take a Rogue.

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Old 06/24/09, 2:55 PM   #1452
Thordurin
Glass Joe
 
Dwarf Paladin
 
Bloodhoof
After playing around last night, this is what I've discovered.

Art of War currently procs from:
- Judgements (probably going to be fixed so it doesn't)
- Auto-Attack
- Crusader Strike
- Divine Storm
I had it up for nearly 100% of the time. What mattered to me was if it was up when the Exorcism cooldown was ready, and it was. Welcome back to instacast Exo.

Seal of Command/Vengeance currently procs from:
- Auto-Attack
- Crusader Strike
- Divine Storm
It seems Command's internal 1 sec CD has been removed, so it works for AEing now. Lesser-skilled rets who use Vengeance are going to be a CC nightmare since it procs on every swing. With Vengeance, AE fights are going to be easier than ever before imo.

Judgement of Command/Vengeance:
- Auto-crit on stun has been removed from JoCommand.
- JoCommand is very low, made me cry .
- JoVengeance is bursty still.

This is what peak my interest the most:
The Flash of Light critical gives you a HoT called "Sacred Shield". Now that's 3 buffs we have called "Sacred Shield": the actual casted buff, the bubble, and now the HoT. Casting in on myself (after jumping off the mountain outside IF), I can get it to proc along with Sheathe of Light. Double-stacking HoT's is awesome, but I wonder if it's intended for Rets to have double-stacking HoT's. If they remove the HoT component from Sheathe of Light, I hope they replace it with something else rather than leaving it with just the 30% spell power conversion.

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Old 06/24/09, 4:43 PM   #1453
Dutcherino
Glass Joe
 
Blood Elf Paladin
 
Nagrand
moved to 3.2 thread. pls delete.

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Old 06/24/09, 6:23 PM   #1454
Charmin
Piston Honda
 
Charmin's Avatar
 
Blood Elf Paladin
 
Shadowmoon
Originally Posted by Nicki View Post
A smooth first come first serve is still just that and its rather tiresome that a trained monkey could play the class. I don't care if its smooth I want some element of class knowledge/skill to be in play rather than just rolling my face on the keyboard.

Also the large gaps help not hinder us for one they allow some time for hands, cleanses and art of war FoLs. All it means is we press more keys and do less paladinish stuff.

This is my opinion no doubt this is intended and im far off the ball park on my opinion.
Well I think most of us would like a new combat system that had much more scaling with skill, but if you are expecting that THIS expansion you need to forget about it. It is not going to happen until the next Xpac, and to be honest I don't think it will happen then either just more of the same with small tweaks and number changes.

When you think of skill classes most of them involve keeping track of DOTS (Aff, Mutilate, Feral) or using two resource systems that have strong synergy (Energy and Combo Points or Runes and Runic Power etc), and some of those share both "skill" based systems. We have never had either of those. I mean after the redesign in 3.0 before WotLK why didn't you just switch classes then? We worked exactly the same as now, but then we were destroying meters and everything else in our way, because our numbers were waaaay too high.

Also, I still don't understand where this battle cleric mentality is coming from. I want to be straight DPSing not making a 1,000 macros for cleanse and tbh your FoLs are not as critical as you think they are. There may be times, yes, when those come into play (me thinks brain phase of Yogg), but most of the time you are better suited keeping your mind on killing the boss and letting the actual healers heal. Yes I can throw out the occasional Salv (though these days they are rarely needed other than Vezax and Hodir) or Sac some large AOE damage to buy some time or save the healers some mana, but I SURE as hell do not want to be designed around having large open gaps in my DPS so I can cleanse some moron who stood in fire too long.

I am not saying we are perfect, but there is a lot of QQ going around about how we were just nerfed, and that is simply not true. I am very much happy with a 500ish DPS increase when not even raid buffed. Odds are when I am raid buffed that number will go up by quite a bit more. We still need a few more tweaks. Crusader Strike needs to have its mana cost lowered by just a bit. And I think we will eventually see a nerf to SoV, because I HIGHLY doubt that it will be PVE only. More than likely because of its superior damage it will be the PVP seal of choice as well which will lead to future "redesigns" down the road. Another reason I don't like having a PVP and PVE seal system.

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Old 06/25/09, 4:13 AM   #1455
Nicki
Von Kaiser
 
Human Paladin
 
Silvermoon (EU)
Originally Posted by Charmin View Post
Well I think most of us would like a new combat system that had much more scaling with skill, but if you are expecting that THIS expansion you need to forget about it. It is not going to happen until the next Xpac, and to be honest I don't think it will happen then either just more of the same with small tweaks and number changes.

When you think of skill classes most of them involve keeping track of DOTS (Aff, Mutilate, Feral) or using two resource systems that have strong synergy (Energy and Combo Points or Runes and Runic Power etc), and some of those share both "skill" based systems. We have never had either of those. I mean after the redesign in 3.0 before WotLK why didn't you just switch classes then? We worked exactly the same as now, but then we were destroying meters and everything else in our way, because our numbers were waaaay too high.

Also, I still don't understand where this battle cleric mentality is coming from. I want to be straight DPSing not making a 1,000 macros for cleanse and tbh your FoLs are not as critical as you think they are. There may be times, yes, when those come into play (me thinks brain phase of Yogg), but most of the time you are better suited keeping your mind on killing the boss and letting the actual healers heal. Yes I can throw out the occasional Salv (though these days they are rarely needed other than Vezax and Hodir) or Sac some large AOE damage to buy some time or save the healers some mana, but I SURE as hell do not want to be designed around having large open gaps in my DPS so I can cleanse some moron who stood in fire too long.
I don't see why we shouldn't see a change in an abillity to make the class skill based slightly more I also don't think it is out of blizzards power to do it considering how sweeping the current 3.2 changes actually are.

Mana is a tricky resource for melee but not one that other classes don't have so I don't see the argument as a negative as it 'can' be done.

I've got one reply telling me losing DPS by using divine sacrifice is ok and this one telling me you don't want to use your hand abillities because you aren't a battle cleric. It isn't a battle cleric mentality it's about easing the abillity to have access to these spells which can be fairly potent and useful. We are one of 2 melee classes that can't interrupt the other class has combat res and innervate why shouldn't we be more able to use our helping abillities? Theres nothing wrong with being able to provide some help around the raid else we'd all be rogues.

at 3.0 release I don't think anyone thought things would stay like that for long and I think lots of people tried to get across the message that ret was a very easy spec to play. Now im not talking about going TBC belf seal twist complicated, but surely a small increase in class knowledge needed for better dps should be present. The difference between a bad ret paladin, a good ret paladin and an excellent ret paladin is probably gems>Proffessions>RNG.

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Old 06/25/09, 2:13 PM   #1456
Buffie
Von Kaiser
 
Buffie's Avatar
 
Goblin Shaman
 
Akama
Originally Posted by Charmin View Post
Also, I still don't understand where this battle cleric mentality is coming from. I want to be straight DPSing not making a 1,000 macros for cleanse and tbh your FoLs are not as critical as you think they are. There may be times, yes, when those come into play (me thinks brain phase of Yogg), but most of the time you are better suited keeping your mind on killing the boss and letting the actual healers heal. Yes I can throw out the occasional Salv (though these days they are rarely needed other than Vezax and Hodir) or Sac some large AOE damage to buy some time or save the healers some mana, but I SURE as hell do not want to be designed around having large open gaps in my DPS so I can cleanse some moron who stood in fire too long.

I understand what you're saying here, but I think you & several others misunderstand what people like me really want.

First off, I don't think there is any disagreement about ret's skill cap needing to be raised. How much is probably up for some debate, but we want to be able to tell the facerollers from the rest of us. It was posted above me that the difference between a good & bad ret is mostly in gems & stats (I'm paraphrasing here), but currently, I don't know if that is completely true. On many fights I manage to sneak in my utility just enough to make a difference, without sacrificing much (if any) dps. As crappy as our AoW heals are, one placed on the right person at the right time can stop a lot of problems before they happen.

That said, I certainly don't want to be relegated to a melee healer. I think what we (and any dps class really) want is to be useful in a visible way. Bubble/DivSac is highly visible, highly effective & doesn't cost us that much dps over the course of a whole fight. A few of us voiced concern over possibly losing this ability & the discussion turned to our utility, but that hardly equates to us wanting to be battle clerics. We don't get to do as much dps as a rogue, so we want to be sure our contributions to the raid are visible enough to have raid leaders continue to bring rets to raids.

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Old 06/25/09, 2:39 PM   #1457
Gormal
Give nothing back.
 
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Blood Elf Paladin
 
Mal'Ganis
Personally, I'd like to see the swing timer matter again. I felt that it worked well in BC to separate the good and bad ret paladins/arms warriors. It wasn't overly complex, but forced you to make choices on the fly and pay attention to more than a "push this button now" addon. I enjoyed the old arms rotation with slam having a cast time just like HoW (except slam didn't suck). As for losing personal dps to provide raid utility as powerful as divine sac; utility all the way. I post middle of the pack numbers on most fights but no one ever wants me to sit because ret brings the awesome. If you want post top 5 without any regard for what you might bring to a raid that won't show up in a neat 4-digit number, then you're probably playing the wrong class.

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Old 06/25/09, 3:42 PM   #1458
Valerys
Don Flamenco
 
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Blood Elf Paladin
 
Argent Dawn (EU)
Originally Posted by Gormal View Post
Personally, I'd like to see the swing timer matter again. I felt that it worked well in BC to separate the good and bad ret paladins/arms warriors. It wasn't overly complex, but forced you to make choices on the fly and pay attention to more than a "push this button now" addon. I enjoyed the old arms rotation with slam having a cast time just like HoW (except slam didn't suck). As for losing personal dps to provide raid utility as powerful as divine sac; utility all the way. I post middle of the pack numbers on most fights but no one ever wants me to sit because ret brings the awesome. If you want post top 5 without any regard for what you might bring to a raid that won't show up in a neat 4-digit number, then you're probably playing the wrong class.
So why is it that rets are expected to provide utility at the expense of dps, but not enh shammies or feral druids?

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Old 06/25/09, 3:45 PM   #1459
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by Valerys View Post
So why is it that rets are expected to provide utility at the expense of dps, but not enh shammies or feral druids?
That is not true at all. What does an enhancement shaman need to do to heal? Use their Maelstrom Weapon stack that would otherwise be dps. A feral needs to totally abandon cat form to provide utility.


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Old 06/26/09, 2:48 AM   #1460
Arthaal
Don Flamenco
 
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Blood Elf Paladin
 
Deathwing
But, in their current form, they could pop out, Battle Rez, Innervate a healer and pop back into cat and still outdps us. That's what he was getting at.

Percent modifiers R'US

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Old 06/26/09, 10:08 AM   #1461
Ranjurm
Piston Honda
 
Draenei Paladin
 
Arathor
Originally Posted by Arthaal View Post
But, in their current form, they could pop out, Battle Rez, Innervate a healer and pop back into cat and still outdps us. That's what he was getting at.
I think blizzard would be the first ot put forth that cat dps is too high and is not what other hybrids should be balanced against. A better question would be if Boomkin battle rezzing and invenerating does more dps than us or a DK raising a raid member as a ghoul does more than us.

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Old 06/26/09, 11:17 AM   #1462
vorda
Bald Bull
 
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Blood Elf Paladin
 
Jaedenar (EU)
Well, weird enough, I haven't really seen any blue posts with big nerf plans for ferals. I've seen GC say something around the likes of "ferals are very high, but not on every fight [which I disagree with] and they require a lot of skill to be that high [as if that makes it ok. Give us their combat system then]".

Unless I missed some big (they need to be tuned down around 15-20% I'd say) nerf recently of course.

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Old 06/26/09, 1:42 PM   #1463
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by vorda View Post
Well, weird enough, I haven't really seen any blue posts with big nerf plans for ferals. I've seen GC say something around the likes of "ferals are very high, but not on every fight [which I disagree with] and they require a lot of skill to be that high [as if that makes it ok. Give us their combat system then]".

Unless I missed some big (they need to be tuned down around 15-20% I'd say) nerf recently of course.
You missed something big. In 3.2, Ferals are getting around a 10% nerf, and PTR is still up. You need a patch to nerf Ferals properly.

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.'

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Old 06/26/09, 1:43 PM   #1464
vorda
Bald Bull
 
vorda's Avatar
 
Blood Elf Paladin
 
Jaedenar (EU)
Thanks for pointing that out, I underestimated the nerfs in the patch notes so far then. (the whole "same AP scaling" made me sort of assume the difference wouldn't be hughe in BiS ulduar gear)

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Old 06/26/09, 1:46 PM   #1465
 Zurm
The Ultimate in /facepalm Technology
 
Zurm's Avatar
 
Worgen Rogue
 
Bonechewer
Originally Posted by vorda View Post
Thanks for pointing that out, I underestimated the nerfs in the patch notes so far then. (the whole "same AP scaling" made me sort of assume the difference wouldn't be hughe in BiS ulduar gear)
It's not a huge nerf. I'm not sure why fmorrison is getting a 10% nerf (and my source could just as likely be wrong), but the ferals in my guild said they only see a 2-3% dps difference since the vast majority of their damage comes from AP scaling. However, I'm fairly confident that we'll all end up around the same in terms of hybrid DPS.

That being said, first this is a retribution paladin thread. Crying about what other classes have will get us no where. Second, you guys are discussing a 3.2 topic in a 3.1 thread, and it's only leading to confusion!

Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.

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Old 06/26/09, 3:52 PM   #1466
Mordekhuul
Don Flamenco
 
Orc Warlock
 
Terenas
Originally Posted by Zurm View Post
It's not a huge nerf. I'm not sure why fmorrison is getting a 10% nerf (and my source could just as likely be wrong), but the ferals in my guild said they only see a 2-3% dps difference since the vast majority of their damage comes from AP scaling. However, I'm fairly confident that we'll all end up around the same in terms of hybrid DPS.

That being said, first this is a retribution paladin thread. Crying about what other classes have will get us no where. Second, you guys are discussing a 3.2 topic in a 3.1 thread, and it's only leading to confusion!
A lot of their abilities had the amount of damage done by the base ability reduced by 6-10%, but the attack power scaling wasn't changed, so who knows...could be 2-3% considering they didn't nerf the AP scaling on those abilities.

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Old 07/11/09, 12:03 PM   #1467
HolyCow
Glass Joe
 
Human Paladin
 
Aegwynn
DS

It seems like divine sacrifice was hotfixed so that 150% is the cap of absorbed damage instead of damage taken. This would make the ability hardly worth taking. Anyone have definitive evidence of this? If this is true, looks like we have a bunch of talent points with basically nothing to do with them.

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Old 07/11/09, 3:11 PM   #1468
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by HolyCow View Post
It seems like divine sacrifice was hotfixed so that 150% is the cap of absorbed damage instead of damage taken. This would make the ability hardly worth taking. Anyone have definitive evidence of this? If this is true, looks like we have a bunch of talent points with basically nothing to do with them.
Even if that was true (not as past Thursday), I still would take the talent due to the SS buffing. Absorbing 37k raid damage at the cost of 50% less damage is still good to me.

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.'

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Old 07/13/09, 10:12 AM   #1469
rldolph79
Von Kaiser
 
rldolph79's Avatar
 
Human Paladin
 
Alexstrasza
Originally Posted by HolyCow View Post
It seems like divine sacrifice was hotfixed so that 150% is the cap of absorbed damage instead of damage taken. This would make the ability hardly worth taking. Anyone have definitive evidence of this? If this is true, looks like we have a bunch of talent points with basically nothing to do with them.
It occasionally bugs out and stops at 150% even with Divine Shield up, but generally it still absorbs for the full duration. It was working normally for me last night.

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Old 07/14/09, 10:47 AM   #1470
vorda
Bald Bull
 
vorda's Avatar
 
Blood Elf Paladin
 
Jaedenar (EU)
As rightfully requested, some posts about yogg from the 3.2 discussion:

Originally Posted by Valerys View Post
On another topic, I have a strange problem at Yogg-Saron phase 3. It seems the immortal guardians absolutely love to target and oneshot me even if I'm standing absolutely still and not doing anything. Since I'm standing next to the tanks it tends to happen even when the tank is about to taunt them. I tested it by standing over with the ranged (again not doing anything) and the newly spawning guardians still targeted and ran for me first before the tanks taunted them. It happens consistently enough that I'm wondering if there's some kind of hidden threat I'm producing. As far as I know JoL should produce no threat, correct? Does Divine Storm healing produce any (I do not hit the spawning guardians with it but I might use it before they are in its range)? Does Sacred Shield proccing produce any threat? Retribution aura?
Originally Posted by vorda View Post
I have been experiencing the same issue recently. The easy fix is to make your tanks try harder in picking up adds (in my case, I went prot and made the other tank go dps)

But yes, I can't figure out what the problem is, since I even have it when I'm doing nothing at all, not even hitting yogg, healing with DS or proccing shields. (or so I think, I'll test again in our +1 10man kill this week)
For you threat questions: Ret aura threat is applied to the person getting hit, DS threat is indeed healing threat, JoL does no threat. I'm not sure about sacred shield, the initial buff has a minor amount of agro probably, the 'proccing' would need testing.
Our mana gains add minor amounts of threat as well.

The weird thing is that sometimes I even get agro when healers are spamming heals and all I am doing is normal DPS, maybe a single DS heal.
Anyone with similar experiences?

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Old 07/14/09, 11:12 AM   #1471
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Does Divine Storm healing produce any (I do not hit the spawning guardians with it but I might use it before they are in its range)? Does Sacred Shield proccing produce any threat? Retribution aura?


Yes, the healing from DS and the buff/absorb from SS produces threat. Ret Aura produces threat for whomever procs it by getting hit. Try not using Cons/DS when a new Guardian is coming, it lowers your dps but then dying is worse.

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.'

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Old 07/14/09, 11:16 AM   #1472
 Zurm
The Ultimate in /facepalm Technology
 
Zurm's Avatar
 
Worgen Rogue
 
Bonechewer
Yes, ret paladins have a serious aggro issue on Yogg P3, and it took me a while of testing (and many deaths) to sort it out. Here are some general rules I follow, which I hope will help:

-Consecration should be used sparingly, it's a minimal dps gain and too mana expensive to be worth the risk of pulling aggro while an add runs over.
-Don't attack right away. If your guild has GOOD rogues, and enough of them, a tricks rotation should keep aggro under control. But you can still do 20k rounds on a target within a GCD, so you NEVER want to attack off the bat. My rule is to not attack until the mob is at 90%. Usually other melee switch off the mobs before they get very low, so to minimize aggro pulling I'm usually the one to finish them off (and get lots of HoW because of it!).
-Don't mindlessly hit DS. Be aware of your surroundings. If you hit a passing mob that a tank hasn't actually hit a few times, you WILL pull aggro and die. Be aware that both consec AND DS have a range exceeding their graphic.
-There is no such thing as a death where you did "nothing". JoL gives no threat, but consecrate and DS do.
-A guardian will not hit you over a healer if the tanks don't get threat. If you get threat, YOU MESSED UP.
-Make excessive use of Omen. If you get lucky on crits, don't risk it. Stop attacking, wait until your threat subsides.

Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.

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Old 07/14/09, 2:36 PM   #1473
Gormal
Give nothing back.
 
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Blood Elf Paladin
 
Mal'Ganis
Helping dispel during P3 can be a boon to the healers to. Usually, I'll go beat on Yogg too when wings are up so at least I'm making use of my cooldowns, but what you do really depends on where you tank the adds. Keep an eye on which tank is holding the mob you're currently killing because you should know how each of your tanks is on producing initial threat.

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Old 07/14/09, 2:53 PM   #1474
Valerys
Don Flamenco
 
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Blood Elf Paladin
 
Argent Dawn (EU)
Originally Posted by Zurm View Post
Yes, ret paladins have a serious aggro issue on Yogg P3, and it took me a while of testing (and many deaths) to sort it out. Here are some general rules I follow, which I hope will help:

-Consecration should be used sparingly, it's a minimal dps gain and too mana expensive to be worth the risk of pulling aggro while an add runs over.
-Don't attack right away. If your guild has GOOD rogues, and enough of them, a tricks rotation should keep aggro under control. But you can still do 20k rounds on a target within a GCD, so you NEVER want to attack off the bat. My rule is to not attack until the mob is at 90%. Usually other melee switch off the mobs before they get very low, so to minimize aggro pulling I'm usually the one to finish them off (and get lots of HoW because of it!).
-Don't mindlessly hit DS. Be aware of your surroundings. If you hit a passing mob that a tank hasn't actually hit a few times, you WILL pull aggro and die. Be aware that both consec AND DS have a range exceeding their graphic.
-There is no such thing as a death where you did "nothing". JoL gives no threat, but consecrate and DS do.
-A guardian will not hit you over a healer if the tanks don't get threat. If you get threat, YOU MESSED UP.
-Make excessive use of Omen. If you get lucky on crits, don't risk it. Stop attacking, wait until your threat subsides.
I've tried to take all this into account and even so the adds like to target me as they spawn. I stood with the ranged group away from the tanks, the guardian spawns and targets me instantly (I can see it via ora2 target's target) before the tank taunts it and starts building threat. Since our tanks use the tactics of letting the guardians run in front of them towards the ranged before taunting (to make sure they are always facing them), this can be a problem when a guardian spawns directly behind melee, runs past, whacks me, then runs further before the tank taunts it.

All I can think of is that I might hit DS or Judgement on a previous guardian when the next one already spawned somewhere and the minuscule healing/mana regen threat pulls them towards me.

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Old 07/14/09, 3:37 PM   #1475
Proudmoore
Von Kaiser
 
Blood Elf Paladin
 
Argent Dawn (EU)
Could be Replenishment ticking? I believe that that is attributed to you, and I'm not aware of it having zero threat.

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