I think this has been hotfixed. I tried it tonight and the totem removes even Greater Blessing of Wisdom.
Edit: From 4/23/09's in game fixes: Greater Blessing of Wisdom and Mana Spring Totem will no longer stack as intended.
Too bad that it is actually removing greater BoW. Time to make shamans use another totem imo when there are enough paladins to buff imp Wisdom. The other way around seems less reasonable as totems can easily be outranged, shaman might die or forget to renew totems for a while. I still think imp BoW is worth having in the talent tree.
(Taken from the last post of the 3.0 Holy Paladin thread.)
Alrighty. I know we're all unhappy with the state of itemization in Ulduar, but after really sitting down and looking at the situation... I'm not worried any more. Two things have changed for me:
1. After a full run-through of Ulduar I never once encountered a situation where mana was an issue that couldn't be solved through tighter play and better DP usage. (Except, obviously, Vezax, but that's entirely different scenario.)
2. After reading through several posts worth of math on the equivalency of Crit and Int compared to MP5 and applying the math within I've determined that the haste/mp5 pieces of ulduar loot have just as much if not more regen than the crit/haste pieces of naxx loot.
As best I can tell, admittedly using other people's maths, in a HL spam situation with 35 HL per minute and 1 DP per minute, 1 Crit Rating is equivalent to .5 MP5 and 1 Intellect is worth .8 MP5. For the purpose of comparing regen, I lowered Intellect to 1 Int = .66 MP5 to compensate for more realistic DP usage such as 2-3 times a fight instead of using on cooldown.
With those weightings, which rely *entirely* on spam-casting, the haste/mp5 pieces of ulduar loot such as [Treads of Destiny] and [Plate Girdle of Righteousness] significantly outpace the naxx versions of loot in terms of regen while still providing much needed haste! (Comparing those two to [Waistguard of Divine Grace] and [Poignant Sabatons].) And keep in mind that any time you cast fewer than 35 HLs in 60s the values of crit and int both decrease while the value of MP5 remains static -- so any fight that involves movement (which is basically every single fight in ulduar) or that has a break in cast time (Mimiron, for example) you will find MP5 actually performing equal to if not better than crit on an item point for item point basis.
Even the tier8 haste/mp5 gear is outperforming the t7 haste/crit gear. (Obviously this is not counting the t7 4-piece bonus.)
Will it be enough to make breaking the 4pcT7 bonus worth it? That I cannot say yet. But, for me, if I can manage to remain mana neutral while utilizing these higher iLvl pieces to gain haste then that is enough of a gain for me to wear it. Mana has yet to be an issue for myself in Ulduar, and while this may change with hard-modes, if it does, the good old trusty T7 will still be in the bank ready to slap on for the ridiculous 4pc set bonus. And even then, the majority of hard modes seem to be "kill the boss faster this time!" which doesn't promise to be too straining on mana.
MP5 is still a bad stat. It's still weaker than crit and significantly worse than int. But I'm convinced that it isn't as bad as many people make it out to be, and that the combination of higher item levels and more sockets is making alot of this gear much better than was originally expected.
I and i'm sure quite a few others have been wondering about the Ulduar gear quite a lot due to its less than ideal itemisation so I would like to look at this more.
You said you didn't have any mana problems that couldn't be solved with better use of CD's, something i've noticed a lot myself so far. You then talk about items being upgrades as they sort of keep up in burst but have better regen. MP5, if mana is a non-issue, is wasted is it not? Whereas both crit & int add something to our output capabilities. So as well as dropping crit for mp5 the items in question loose haste over their Naxx 25 counterparts and whilst they do gain a small amount of spell power and two sockets - if as you say mana isn't a problem then these items look like a downgrade to me...
Would the mail alternatives (assuming not breaking the 4 set bonus from t7, that leaves feet, bracers & belt + 1 more slot depending which 4 pieces of t7 you chose) be more suitable where they exist? For example we have: [Bracers of Liberation] from Naxx 25, [Unfaltering Armguards] from Ulduar 25 (Plate) or [Bindings of Winter Gale] from Ulduar 25 (Mail) - ignoring any issue of loot priority between classes.
Holy light, beacon of light, and seal of wisdom glyphs seems to be the sweet spot currently for BIS glyps. Divinity is just too situational. You will use LOH to save a raid member almost every time its up in the later normal mode fights and that just gets more critical in hard mode fights. General V makes it a total waste anyway.
Anyone have made a BiS for Hpallys on 3.1? Im not sure if Im going with t8 25m Ulduar gear or non-set gear. I already have [Lifeforge Breastplate] from Ignis ( to replace my t7.5 chest ). Im not sure if I should keep replacing my t7.5 =/
I haven't seen it mentioned anywhere at all, but Beacon appears to be effected by line of sight now. When pulling Auriaya we noticed that the boss tank was not getting Beacon heals. He was up on the stairs with the boss while the rest of the raid was around the corner out of line of sight killing the cats. He should have been getting a good chunk of heals from the Beacon(s) we had up, but nada. Range was not an issue, was easily within 40 yards (probably closer to 20).
Edit -- Just tested it again in IF, definitely confirmed.
Last edited by FadaarGilneas : 04/24/09 at 9:55 AM.
Will it be enough to make breaking the 4pcT7 bonus worth it?
In my mind, you could answer that question with this question: How much MP5 would you need to get a "free" holy light in the same time that it takes you to cast 20 holy lights with the 4pcT7 bonus?
Some paper napkin math, lets assume that you can spam cast 35 Holy Lights in 60 seconds. That would make each holy light cast time around 1.71 seconds. With that information given, you would cast 20 HLs in 34.2 seconds. Going with the mana cost of Holy Light for my character which is 1102 mana*, I would need to get 32.2 mana per second or 161.1 mp5 from 4 pieces of Tier 8 just for the two sets to be identical in terms of mana savings/regen. I would have to look at Tier 8(.5) to see if that is possible.
* With HL libram and 4pc T7, so the actual mana cost of HL would be higher with 4pc T8
*Edit* Went and looked at the Tier 8(.5) on wowhead and neither set comes half as close to the required mp5.
Holy light, beacon of light, and seal of wisdom glyphs seems to be the sweet spot currently for BIS glyps. Divinity is just too situational. You will use LOH to save a raid member almost every time its up in the later normal mode fights and that just gets more critical in hard mode fights. General V makes it a total waste anyway.
Take a ten minute scenario (worst case for LoH because you're just barely getting only one use still). Assuming 100% uptime on beacon, you're looking at casting beacon of light 10 times vs 7 times, so really you're looking at saving roughly 4200 mana over the 10 minutes whereas divinity will be 3900 mana. In a worst case scenario here, lay on hands is barely losing in the race. If you try again with a slightly shorter fight length like 8 minutes, you're looking at 2800 mana instead compared to gaining 3900 mana from divinity. If you keep going farther along to shorter fight lengths or to longer ones (12+minutes) divinity easily outpaces beacon of light. Then in terms of wipes, wiping will favor divinity more than beacon of light because the time spent running, ressing and rebuffing is shortening the cooldown on your lay on hands or in other words, giving you more mana back that beacon glyph doesnt provide.
This also isnt accounting for the fact that we might want to switch beacons early, if that is the case then you're losing all of the 'saved' mana on the duration because of the rebuff. If you want some examples, I'll beacon myself during the first deconstructor tantrum but during the second one will keep beacon on an offtank because they're now taking damage from the pummelers while still taking the tantrum. I'll also usually beacon my tank and throw holy shocks around if I can, but then I decide that I want to use hand of sacrifice, generally speaking I still prefer to beacon myself for HoS instead of the tank because I'll be able to keep the tank and myself up solo if Im beaconed, if the tank is beaconed then the tank will still need healing from another healer to survive if its a decent amount of damage.
So...you can find a few very specific scenarios where beacon of light can outperform divinity, but on average will provide less mana than divinity and then less flexibility with your beacon of light if your playstyle supports changing beacon targets.
Holy light, beacon of light, and seal of wisdom glyphs seems to be the sweet spot currently for BIS glyps. Divinity is just too situational. You will use LOH to save a raid member almost every time its up in the later normal mode fights and that just gets more critical in hard mode fights. General V makes it a total waste anyway.
Edit/TLDR: Exactly what Apollion managed to get in before me :P
Even if you use LoH to save a raid member, unless you do it right at the start of a fight Divinity is still worth 3900 mana. If refreshed on expiry, Glyph of beacon works out at 40 mp5, it takes over 8 minutes for that to reach 3900 mana. This ignores the fact that, while divinity might be worthless on one specific fight, Beacon itself is pretty weak on any fight which uses a tank-switching mechanic. It's either a self survivability mechanic, which should probably be the first thing you drop if you're hitting mana issues anyway, or else you have to swap which tank it's on so often that the glyph does nothing.
That's not to say it's a bad glyph. There are fights where beacon is sufficiently OP that you want to keep it up as much as possible, and in these situations, the reduced number of GCDs to keep it up is arguably as valuable as the mana savings.
For insurance reasons. Yes. That, and for freedom.
Would the mail alternatives (assuming not breaking the 4 set bonus from t7, that leaves feet, bracers & belt + 1 more slot depending which 4 pieces of t7 you chose) be more suitable where they exist? For example we have:
[Bracers of Liberation] from Naxx 25, [Unfaltering Armguards] from Ulduar 25 (Plate) or [Bindings of Winter Gale] from Ulduar 25 (Mail) - ignoring any issue of loot priority between classes.
This depends on your guildes loot policies. Those mail bracers are likely to be BiS overall though - much like how the [Bindings of Mutual Respect] were the BiS from naxx... but by a smaller margin. It is worth keeping on eye out for plate hard mode.
Will it be enough to make breaking the 4pcT7 bonus worth it?
So looking at rawr... for myself with raid buffs and such... (50% burst scale numbers)
I'm not worried about the chest slot because that is my current BiS offset, and will eventually be my BiS offset again...
Current (with t7.5 bonus + tunic as chest):
4545 Fight, 4760 Burst
Upgrading to 3/4 Conq in Helm/Shoulder/Pants (still tier 7.5 gloves):
4349 Fight, 4889 Burst
Upgrading to 4/4 Conq in Helm/Shoulder/Pants (4pt8.5)
4462 Fight, 4918 Burst
So even upgrading all 4 slots, your overall fight healing still doesn't catch up, but your burst healing increases considerably. IMO, the fact that you need all 4 pieces to make this an upgrade at all, and even then it is a marginal one, means I'll be passing to the locks/priests for a while... except maybe the shoulders and legs which don't really have equivalent/better non-tier options... within reason (no cloth dps BiS hit gear).
Interesting to see your numbers, Pirjo. I've been doing the same thing with Rawr, and here's the numbers I get:
In my current gear (which admittedly has a pair of U25 pieces already) Rawr is showing 4647 Fight and 4634 Burst. Swapping 5/5 T7.5 for 5/5 T8.5 puts me at 4586 Fight and 4748 Burst. I would trade 61 Fight for 114 Burst plus the new set bonus which I'm pretty certain Rawr does not model.
In my opinion, longevity has yet to be a real issue whereas you can always use more burst.
It could be a graphical bug, but I doubt it. I find it more likely that SS simply stacks now, probably as compensation for it being made single target with the patch.
In my current gear (which admittedly has a pair of U25 pieces already) Rawr is showing 4647 Fight and 4634 Burst. Swapping 5/5 T7.5 for 5/5 T8.5 puts me at 4586 Fight and 4748 Burst. I would trade 61 Fight for 114 Burst plus the new set bonus which I'm pretty certain Rawr does not model.
Rawr does currently model SS. If you look at healing done by SS, the 4pc boosts that number by ~50%. I think it is only worth modeling 4pcs upgraded, as the issue really is breaking the 4pc. So some of that upgrade from t7.5 to t8.5 is the stat gains from the 5th slot that is irrelevant with respect to breaking t7.5.
Edit/TLDR: Exactly what Apollion managed to get in before me :P
Even if you use LoH to save a raid member, unless you do it right at the start of a fight Divinity is still worth 3900 mana. If refreshed on expiry, Glyph of beacon works out at 40 mp5, it takes over 8 minutes for that to reach 3900 mana. This ignores the fact that, while divinity might be worthless on one specific fight, Beacon itself is pretty weak on any fight which uses a tank-switching mechanic. It's either a self survivability mechanic, which should probably be the first thing you drop if you're hitting mana issues anyway, or else you have to swap which tank it's on so often that the glyph does nothing.
That's not to say it's a bad glyph. There are fights where beacon is sufficiently OP that you want to keep it up as much as possible, and in these situations, the reduced number of GCDs to keep it up is arguably as valuable as the mana savings.
To add one more proviso to the Divinity discussion, remember that it allows you to use LoH for more than just an oh-shit button--it gives you an instant Innervate.
Consider, for example, that you're assigned to heal the MT in an encounter and a disc priest is assigned to heal the OT. Your disc priest, for whatever, goes oom and calls it out on vent. The OT's down to 30% and not getting heals. Is it better to LoH the tank (who will still continue to not receive heals, thus delaying the inevitable) or LoH the disc priest healing him so he can keep the tank alive longer?
You've got to use your best judgment, but sometimes being able to Paladinnervate a healer is more useful than keeping a tank alive for 10 more seconds. (And sometimes it's not.) The point is, Divinity gives you that option. Anything that gives you more options to handle more situations is a very big plus.
Recommend listing the actual haste rating you need from gear to achieve soft cap rather than the percentage.
Kinda along this same line, I was wondering if there is a "recommended" amount of haste that I should be having. Prior to 3.1, I made stacking haste (after int of course) my biggest priority, and currently am just below the "soft cap" of around 700, since I figured the biggest downfall to pally healing is the lack of a reliable run-n-gun mode healing, so being able to throw out my heals faster is my way of making up for it. All through Naxx/Maly/Sarth I didn't have any mana problems from stacking that much haste. But in Ulduar, with some of the fights I'm finding myself in danger of going OOM, and have to use all my tricks to keep my mana up. So that's making me wonder whether or not I now have "too much" haste.
From what I'm seeing by armory-ing various holy pallys, it seems that for the most part, they're hovering around the 500-550 haste range, is this the general consensus?
Made a "possible" BiS taking into consideration pirjo's testing with rawr of t7 4p vs t8 4p (and I suppose you would need to switch straight from 4 of one to 4 of the other to avoid the downgrade).
Neck, waist, feet & trinkets im less than 100% about and would welcome any input. I am assuming that mana continues to be a non-issue if we use CD's correctly so I've tried to avoid mp5 where possible since it adds nothing else unlike int and crit.
-crit, more mana back, bigger heals
-stam, cornerstone of the build, the more health you can be without risking your death, the more mana you will get back
-haste, if we're getting more mana back than we know what to do with, we need to cast faster to use it
ive already spec'd and tried it but havent crunched the numbers (didnt seem gimp when i tried it), in virtually all raid encounters the raid takes a lot of damage, additionally you can hand of sacrifice a tank to take some damage (with the additional bonus of mitigating the tanks damage).
Mad, id say 500-550 is too low. To be honest, I frequently have been using haste rings over crit rings, for the sole reason that we run a boomkin 90% of our raids. The 5% crit brings me up to a point where I crit more often then not (over 50% crit rating on holy light). Seeing as how, as other posters have mentioned, tighter cooldown control for mana is all thats needed in Ulduar. I believe we are judging too quickly on this, as few guilds have done the achievments or hard modes, but I digress.
I've been frequently running 700-800 haste just by nature of wanting to land those heals more often. I'd say the goal of 680 is still worth attaining, and then gearing for crit after that. Its all about playstyle, however, so it remains as always up to the user.
ive already spec'd and tried it but havent crunched the numbers (didnt seem gimp when i tried it), in virtually all raid encounters the raid takes a lot of damage, additionally you can hand of sacrifice a tank to take some damage (with the additional bonus of mitigating the tanks damage).
comments/criticisms are welcome
You will not find anyone here that likes that build. 51/20 DG build is what you want if you like absorbing damage. The deep Holy talents are useful.
Anyway, if you find a gimped Holy spec with SA very useful for yourself use it, but know that your Paladin is not being the best healer he/she can be. Having more Bubbles + DGs combos and more stamina are neat tricks, but not as practical as deep Holy.
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.'
looking to see if this build is raid viable: 39/32/0 Spiritual Attunement Build
...
comments/criticisms are welcome
Beacon of Light makes up 8-13% of my healing done. JotP is 15% haste. This is a huge price to pay for additional regen. Massive changes would have to occur to regen to make spiritual attunement desirable over much faster heals and beacon utility.
-Stacking stam will only yield additional mana if you purposely take more damage, causing other healers to do additional healing - draining their mana and time.
-People already stack crit/haste as best as they can - with the exception of a few gems - which is only ~150 stat points overall - nothing close to 15% haste.
they're hovering around the 500-550 haste range
This is the natural amount you get from having 80% of your gear be ideally itemized with haste and crit. Some people are willing to gem/trinket for more, while most gem for int. I personally have ~200 haste siting in my backpack ready to be put on the moment I realize that fight won't make me oom (which puts me over 600 haste).
Sorry if this has been hashed out in the previous thread, but I was wondering about the talent Divinity (as opposed to the glyph) and how it compares to getting Sanctity of Battle for PVE Holy. Does one clearly outshine the other or is it a matter of personal preference?
-crit, more mana back, bigger heals
-stam, cornerstone of the build, the more health you can be without risking your death, the more mana you will get back
-haste, if we're getting more mana back than we know what to do with, we need to cast faster to use it
ive already spec'd and tried it but havent crunched the numbers (didnt seem gimp when i tried it), in virtually all raid encounters the raid takes a lot of damage, additionally you can hand of sacrifice a tank to take some damage (with the additional bonus of mitigating the tanks damage).
comments/criticisms are welcome
Holy/Deep prot may have some merit on some ulduar hardmodes (thorim, freya, mimiron) where paladins have to stack stamina anyway. As the other poster said however, if you're doing easymodes the practicality of beacon and 15% haste far outweigh any potential benefit you'd receive from regenerating mana from spiritual attunement.
Sorry if this has been hashed out in the previous thread, but I was wondering about the talent Divinity (as opposed to the glyph) and how it compares to getting Sanctity of Battle for PVE Holy. Does one clearly outshine the other or is it a matter of personal preference?
The general consensus was that it comes down to personal preference. Sanctity of Battle increases mana efficiency and unreliably increases burst healing, while Divinity reliably increases burst healing with no benefit to efficiency.
In other words, if mana's an issue, take Sanctity of Battle. If throughput is an issue, take Divinity.