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Old 05/06/09, 2:16 PM   4 links from elsewhere to this Post. Click to view. #201
SalleyNW
Glass Joe
 
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Dwarf Paladin
 
Arathor (EU)
Hmm, link works for me.

Anyway, here it is ;
http://www.plusheal.com/viewtopic.php?f=7&p=30195

Last edited by SalleyNW : 05/06/09 at 2:22 PM.
 
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Old 05/06/09, 3:07 PM   #202
kingleonardo
Glass Joe
 
Human Paladin
 
Blackrock
I got Spark of Hope on the first week due to the absence of anyone wanting it, I have to say I'm very happy with it and will easily consider it BiS for regen. The arguable downside of Spark of Hope is that it offers regen only.

According to my math, these are very unbiased MP5 values of favorable Paladin regen trinkets:

[Spark of Hope]: 133-140mp5
[Soul of the Dead]: 105mp5
[Darkmoon Card: Greatness]: 78mp5
[Pandora's Plea]: 71mp5
[Figurine - Sapphire Owl]: 68mp5
Show of Faith: 48mp5
[Spark of Life]: 44mp5
[Living Ice Crystals]: 43mp5
[Energy Siphon]: 43mp5
[Vanquished Clutches of Yogg-Saron]: 41mp5
[Sif's Remembrance]: 39mp5
[Winged Talisman]: 29mp5
[Eye of the Broodmother]: 26mp5
[Je'Tze's Bell]: 25mp5
[Darkmoon Card: Illusion]: 24mp5

Do note that these converted MP5 values do not include the HPS benefits of haste, spellpower or crit. Henceforth, Pandora's Plea is much better than Sapphire Owl despite sharing almost the same MP5's worth.

I also thought it would be relevant to mention that Spark of Hope scales better for players with green latency.

Good luck getting it.

Last edited by kingleonardo : 05/06/09 at 3:54 PM.
 
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Old 05/06/09, 3:53 PM   #203
Roknroll
Von Kaiser
 
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Human Paladin
 
Tichondrius
This is based of my WWS numbers from our Ulduar 25 last night. It was all bosses through Hodir/Thorim (no freya/mimiron), so the 8 bosses are a pretty good representation. Total fight time for all of them is 64 minutes.
Soul of the Dead proc return = 63,900
Total mana returned from Illumination = 505,467
Soul of the Dead crit = ~2%
Mana from 2% crit = ~18,400 (based on average crit of 55%)
Mana lost by removing this trinket = ~82,300 (or 107 mp5)

Total casts (offensive + healing) = 172 + 1,364 = 1,536
Total mana saved with Spark of Hope @ 42 mana per cast = 64,512 (or 84 mp5)
So in regards to mana saved, Spark of Hope is fairly inferior. Then factor in the healing burst and throughput you lose by removing 2% crit and Soul of the Dead should easily win out. It should be fairly easy for anyone to look at one of their own WWS or WMO logs and see which is best for them.

As for Pandora's Plea, it's a lot harder to do the math over multiple fights, since you can't model the larger mana pool as well. But here's a few things based on the same night that I can come up with. All of the numbers are based from ACTUAL ticks of mana tide, replenishment, etc. So for replenishment, it would be 0.25% of 2055 mana times the number of ticks i got throughout all the fights.
108 Int = 137 after talents/kings
108 Int = 0.82% crit after talents/kings
108 Int = 2055 mana after talents/kings
Extra mana from Replenishment = 16,825
Extra mana from Divine Plea = 10,788
Extra mana from Mana Tide = 3,205
Extra mana from SoW swings = 4,521
Extra mana from crit (Illumination) = 7,600
So, that's already up to about 43,000 mana. Then factor in 2,000 more mana at the start of each fight, for 10 fights (wiped on thorim and hodir once each) and it's up to about 65,000 mana, or 85 mp5. As for healing output, comparing to Soul of the Dead you lose 1.2% crit and gain 27 spell power and the 850 SP proc (150-170 average spell power).

Last edited by Roknroll : 05/08/09 at 4:44 PM.
 
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Old 05/06/09, 4:12 PM   #204
caboom
Von Kaiser
 
Blood Elf Paladin
 
<VII>
Frostmane (EU)
I know the general consensus here seems to be that Int > all but has anyone experimented with using abnormal ammounts of crit instead(gemming and enchanting exclusively for it in disregard for anything else) and using haste/crit(in detriment to haste/mp5 or crit/mp5) pieces for exclusive spam of HL on targets that require alot of heals very fast and over moderate to long periods of times?(most of Ulduar bosses come to mind)
 
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Old 05/06/09, 4:13 PM   #205
kingleonardo
Glass Joe
 
Human Paladin
 
Blackrock
Originally Posted by Roknroll View Post
This is based of my WWS numbers from our Ulduar 25 last night. It was all bosses through Hodir/Thorim (no freya/mimiron), so the 8 bosses are a pretty good representation.
Soul of the Dead proc return = 63,900
Total mana returned from Illumination = 505,467
Soul of the Dead crit = 2.05%
Mana from 2% crit = ~10,200
Mana lost by removing this trinket = ~74,000

Total casts (offensive + healing) = 172 + 1,364 = 1,536
Total mana saved with Spark of Hope @ 42 mana per cast = 64,512
So in regards to mana saved, Spark of Hope is actually inferior. My math might be slightly off in regards to Illumination losses from the loss of crit, but it's probably not much. Then factor in the healing burst and throughput you lose by removing 2% crit and Soul of the Dead should easily win out. It should be fairly easy for anyone to look at one of their own WWS or WMO logs and see which is best for them.

Spark of Hope, however, is an incredibly strong trinket for the General fight, but that's about it.
I'm a bit perplexed by the mana you've gained from SoTD and Illumination. 71 Procs of SoTD imply that your collective parse was approx. 65minutes long. In 65 minutes, you've cast a total of 1500 spells; 23 spells cast per minute. If that includes 2 Sacred Shield, 1 Beacon of Light and 1 offensive spell, that would mean you cast 19-20 healing spells per minute. To me this appears to be oddly low.
 
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Old 05/06/09, 4:21 PM   #206
Roknroll
Von Kaiser
 
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Human Paladin
 
Tichondrius
Originally Posted by kingleonardo View Post
I'm a bit perplexed by the mana you've gained from SoTD and Illumination. 71 Procs of SoTD imply that your collective parse was approx. 65minutes long. In 65 minutes, you've cast a total of 1500 spells; 23 spells cast per minute. If that includes 2 Sacred Shield, 1 Beacon of Light and 1 offensive spell, that would mean you cast 19-20 healing spells per minute. To me this appears to be oddly low.
you are correct in the timing, my "all bosses" HPS time is 64 minutes 38 seconds. But you also have to realize that it is real-world situations and not theory crafting.
On razorscale adds, healing is lite and I don't need to be chain casting. When he lands, I'm not healing at all and doing pure DPS on the boss (hence the mana return from seal of wisdom melee)
On XT, when his heart is exposed i'm going pure dps again.
On council, I'm stopping whatever i'm doing during Fusion punch and spamming my dispell on Steelbreaker's tank. there's also running out of runes and running away from lightning tendrils dude.
On Kologarn, I'm got eye beamed twice so I'm running around, plus it includes a little bit of running from someone else's eyebeam.
On Auriaya, there are fears where i'm running around, and then spending a few seconds dispelling once my tremor totem ticks.
Not to mention on many fights I sometimes am re-applying beacon or SS when it's safe to do so, not necessarily waiting until it's expiring. On tank switch fights, I'm recasting beacon and SS on the new tanks sometimes.
Etc.... you should get the picture.
 
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Old 05/06/09, 4:50 PM   #207
 Sparty
Stormrage's Ashbringer
 
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Human Paladin
 
Stormrage
For those paladins lurking on the boards, its important to remember that many of the calculations on Rawr, plusheal, etc are done in some vacuum scenarios. You should be doing your own math on a per-encounter basis.

Take a typical 2:30 Patchwerk kill.

Base mana of HL is 1274.

92 HL casts in that time.

Our excellent [Libram of Renewal] subtracts 113 from each HL. 92x113 = 10396 mana saved by using this libram.

T7 4 piece subtracts 64mana from each HL. 92x64 = 5888

Seal of Wisdom subtracts 64mana from each healing spell. So again 5888 + any other heals cast.

[Spark of Hope] subtracts 42 mana from each spell. At a minimum, it is saving me 3864 mana on that encounter.

Its important to note that these numbers will be different based on which items/spells you use together. If you equip [Libram of Renewal] it will reduce your mana cost correctly. But if you apply the libram with seal of wisdom or t7 4 piece, they are no longer subtracting 64 from each spell cast, but 58.05. That is why your Holy Lights use 1044 mana, as opposed to 1033.

In regards to the T7 4 piece, if I'm ending up with over 6k mana on any given fight, with proper CD/pot use, is T7>T8? Answer is pretty clear. The above was modeled on Patchwerk where heals are spammed and there are no lulls to stop healing, or melee mobs to regen.

So looking at some more realistic parses, my HL casts last night in Ulduar are as follows:

Razorscale: 90
Ignis: 70
XT: 95
Hodir: 82
Kologarn and Auriaya were lagged up encounters with approx 74HLs cast.

These numbers as well don't include mana gained from illumination. So don't solely rely on one flawed program or model for every encounter, do your own math. Sitting at 35k buffed mana, my results, based on healer composition and assignments, will be different than anyone else's.
 
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Old 05/06/09, 5:11 PM   #208
Avarraela
Glass Joe
 
Blood Elf Paladin
 
Sargeras
From my personal experience with Rawr, the program is only as good as its operator. There are settings and options to tweak your setup to your playstyle and your fight specifics. I think if you are calling this program "flawed", you haven't invested enough time in learning how to use it. I also take offense to the fact that people are coming to these forums to learn how to be better at their class, which benefits all of us, and you're discrediting one of the most widely used tools across our community. Rawr is constantly being updated to help us even more and I appreciate it. It's definitely important to understand how it works and the mathematics behind Rawr's lists, but it's an excellent resource, hands down, and I don't understand how you could ever call it "flawed" beyond any reasonable bugs or impossibilities.

I suggest that if you're getting answers from Rawr you don't understand or agree with, you post in the Rawr Healadin thread and ask Endo for an explanation. Make sure to include your character file so he can tell you which settings you haven't marked correctly.
 
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Old 05/06/09, 5:16 PM   #209
 Sparty
Stormrage's Ashbringer
 
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Human Paladin
 
Stormrage
Not at all, I use Rawr daily and find it very useful in most situations, but I would not go to lengths to say that it is perfect or viable in every situation. It certainly does require tweaking for each situation.

Let me rephrase, its not a perfect universal model for every boss encounter. It needs to be adjusted for each encounter, in the same way that no formula or theorycrafting can be applied to every encounter.
 
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Old 05/06/09, 5:20 PM   #210
Pirjo
Von Kaiser
 
Blood Elf Paladin
 
Ravenholdt
The plusheal thread is flawed... they forgot kings. Due to difficulty modelling - things like seal of wisdom, hymn, mana tide and arcane torrent also ignored which is typical.

The cost reduction is worked into rawr already. Top 2 BiS are Plea and DCM followed by Soul of the Dead in pretty much all normal sets of gear, in any fight that lasts for over 5 minutes.

The only way you can make spark the 3rd best trinket is if you model based on 100% activity. At this point you are actually spamming FoL over half the time.
Do you usually cast so much that you are forced to spam 1:2 HL:FoL in full naxx25 gear, while doing Uld.... nope! Most wws I've seen of fights I would guess are very spam-based, indicate that few people cast spells >80% of the time.

I would use spark on vezax... obviously that is a very special case.

... Roknroll ... you'd get 20k mana from illumination based on 2% crit from SotD, 500k mana received. Remember you have only ~50% crit, therefore 2% crit represents 4% of your overall crit chance.
 
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Old 05/06/09, 5:46 PM   #211
Endoscient
King Hippo
 
Ermad
Human Paladin
 
No WoW Account
Originally Posted by Sparty View Post
Let me rephrase, its not a perfect universal model for every boss encounter. It needs to be adjusted for each encounter, in the same way that no formula or theorycrafting can be applied to every encounter.
I don't think anyone ever said otherwise. Rawr models specific fights as accurately as it can, its up to to user to extrapolate the results.

What I don't get is your argument that you should use hand calculations for each fight instead. That is just doing what Rawr does (model a fight), but not nearly as accurately. What you should do instead is model multiple different fights in Rawr and see how the results change.

Since it was mentioned in the previous post, for those interested mana reduction effects stack in the following way.

(BaseCost * DivineIllumination - FlatCostReduction) * (1 - GlyphOfSealOfWisdom - 4PT7)

BaseCost - The initial cost of the spell.
DivineIllumination - 0.5 if Divine Illumination is active, 1 otherwise.
FlatCostReduction - Effects like [Libram of Renewal] stacked additively.
GlyphOfSealOfWisdom - .05 if you have it, 0 otherwise.
4PT7 - .05 if you have it, 0 otherwise.

 
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Old 05/06/09, 6:13 PM   #212
Tzeni
Piston Honda
 
Blood Elf Paladin
 
Bonechewer
Endo, I think there has been sufficient evidence presented to debunk this statement in your OP, and it should probably be changed to reflect it:

The ICD on the proc is shared between all SS's on the target, so it doesn't stack between multiple Paladins.
 
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Old 05/06/09, 7:59 PM   #213
Endoscient
King Hippo
 
Ermad
Human Paladin
 
No WoW Account
Originally Posted by Tzeni View Post
Endo, I think there has been sufficient evidence presented to debunk this statement in your OP, and it should probably be changed to reflect it:
I have been meaning to do my own personal controlled testing to find out exactly how it works. But I have been busy with RL stuff and haven't had the time to. Unless if I missed the post all I saw was proof of ways it didn't work, and no conclusive proof on how it did work.

How I plan to test it is to have three paladins go to a FFA Arena (like the one in Nagrand). Have two of them naked, grouped with each other, and have both of them keeping up SS on one of them. Then have the third Paladin consecrate, and observe what happens. This has a very nice property of knowing exactly how much damage should be taken, so it should be fairly easy to determine how it works.

Last edited by Endoscient : 05/06/09 at 8:04 PM.

 
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Old 05/07/09, 12:36 AM   #214
Feya
Von Kaiser
 
Blood Elf Paladin
 
Illidan
Your right Endo, in saying that we don't know how SS functions exactly. Yet it doesn't take much effort to discover the OP's post is incorrect. Just watch two shields on a tank during one of your raids, they fall off as you'd expect a shield to fall off (independently and when damage is taken). Thats enough evidence for me to remove the statement anyways

No comments on stacking Beacon on the same target either? It use to be only one paladins Beacon could be on a player at one time. It seems to allow multiples now. Not sure when this showed up, but I remember clearly testing trying to stack them when the talent was originally released.
 
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Old 05/07/09, 4:57 AM   #215
burghy
Don Flamenco
 
Human Paladin
 
Ravencrest (EU)
Tried last night and my beacon didn't work at all when it was 2nd on the target.
 
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Old 05/07/09, 9:13 AM   #216
gcbirzan
King Hippo
 
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Blood Elf Paladin
 
Vashj (EU)
Did some testing today.

Only my SS:

5/7 14:18:11.589 RANGE_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,879,0,1,0,0,0,nil,nil,nil
5/7 14:18:11.964 SPELL_AURA_APPLIED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:18:12.542 SPELL_PERIODIC_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,ABSORB,620
5/7 14:18:13.542 RANGE_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,ABSORB,692
5/7 14:18:14.980 SPELL_AURA_REMOVED,0x0380000000290E4F,"Tzep",0x10548,0x0380000000290E4F,"Tzep",0x1054 8,6150,"Quick Shots",0x1,BUFF
5/7 14:18:15.449 SPELL_AURA_REMOVED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:18:15.480 RANGE_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,220,0,1,0,0,707,nil,nil,nil

Absorbed: 620 + 692 + 707 = 2019

5/7 14:17:55.761 SPELL_PERIODIC_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,635,0,8,0,0,0,nil,nil,nil
5/7 14:17:55.902 SPELL_CAST_SUCCESS,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,53601,"Sacred Shield",0x2
5/7 14:17:55.902 SPELL_AURA_APPLIED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:55.917 SPELL_AURA_APPLIED,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,53601,"Sacred Shield",0x2,BUFF
5/7 14:17:56.621 RANGE_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,ABSORB,1631
5/7 14:17:57.105 SPELL_ENERGIZE,0x0380000000290E4F,"Tzep",0x10548,0xF14061272A001256,"Swashington",0x1 148,34952,"Go for the Throat",0x1,25,2
5/7 14:17:58.730 SPELL_AURA_REMOVED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:58.761 SPELL_PERIODIC_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,247,0,8,0,0,388,nil,nil,nil

Absorbed: 1631 + 388 = 2019
(The buff you're looking for is 58597)

My spell power is 2021. 500+2021*.75 = 2015.75

Not a huge sample, but still. Now, it gets trickier here, with two SSs:

5/7 14:17:34.339 SPELL_PERIODIC_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,ABSORB,611
5/7 14:17:34.636 SPELL_AURA_REFRESH,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:34.636 SPELL_AURA_APPLIED,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:36.246 RANGE_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,ABSORB,797
5/7 14:17:37.339 SPELL_PERIODIC_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,ABSORB,611
5/7 14:17:38.480 SPELL_AURA_REMOVED,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:38.496 SPELL_AURA_REFRESH,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:38.527 RANGE_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,392,0,1,0,0,358,nil,nil,nil
5/7 14:17:40.261 SPELL_AURA_REMOVED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:40.371 SPELL_PERIODIC_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,611,0,8,0,0,0,nil,nil,nil

The first shield absorbs 797+611+358 = 1766. Now, aligheri's shield gets removed, mine gets 'refreshed'. It absorbs no damage, and falls off six seconds after it was initially applied.

1766 is (1293*.75 + 500) * 1.2 (for divine guardian).

5/7 14:17:40.761 RANGE_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,837,0,1,0,0,0,nil,nil,nil
5/7 14:17:41.074 SPELL_AURA_APPLIED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:41.480 SPELL_AURA_APPLIED,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:43.152 RANGE_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,ABSORB,863
5/7 14:17:43.730 SPELL_PERIODIC_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,ABSORB,635
5/7 14:17:45.261 SPELL_AURA_REMOVED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:45.261 SPELL_AURA_REFRESH,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:45.324 RANGE_DAMAGE,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,1165,0,1,0,0,521,1,nil,nil
5/7 14:17:46.730 SPELL_PERIODIC_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant" ,0x511,49001,"Serpent Sting",0x8,ABSORB,635
5/7 14:17:47.574 RANGE_MISSED,0x0380000000290E4F,"Tzep",0x10548,0x038000000250A13A,"Ungulant",0x511,75 ,"Auto Shot",0x1,ABSORB,855
5/7 14:17:47.574 SPELL_AURA_APPLIED,0x038000000250A13A,"Ungulant",0x511,0x038000000250A13A,"Ungulant", 0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:47.574 SPELL_AURA_REFRESH,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,58597,"Sacred Shield",0x2,BUFF
5/7 14:17:47.886 SPELL_AURA_REFRESH,0x03800000008AC678,"Alighieri",0x512,0x038000000250A13A,"Ungulant" ,0x511,58597,"Sacred Shield",0x2,BUFF

Absorbed: 863 + 635 + 521 (2019) by the first (mine), 855+635 by the second, then it got refreshed.

So, it seems that even though two shields cannot absorb the same damage, they do stack in that if one gets removed, the second still absorbs _AND_ gets refreshed 6 seconds after proccing (i.e. no shared CD. Or, rather, shared CD, but triggers both shields). I have no idea which order the shields are used in, one attempt it was mine first, the other it was the ret paladin's.
 
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Old 05/07/09, 12:50 PM   #217
Roknroll
Von Kaiser
 
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Human Paladin
 
Tichondrius
Edit:
Looks like holy 2 piece T8 is fixed. no need to point out the old problem.

Last edited by Roknroll : 05/08/09 at 11:18 AM.
 
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Old 05/07/09, 1:17 PM   #218
Avarraela
Glass Joe
 
Blood Elf Paladin
 
Sargeras
In regard to Beacon stacking, I did some testing this morning. Myself and another holy paladin went to the Nagrand arena with a mage. We beat each other up until about 25% and grouped up outside. We each beacon'd the mage and healed each other. I placed my beacon first and then he beacon'd second. They appeared to stack. When he healed me, the beacon did not proc. When I healed him, it did, meaning whichever paladin places beacon first, get's it.
 
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Old 05/07/09, 6:18 PM   #219
ansky5o
Glass Joe
 
Blood Elf Paladin
 
Velen
After a few weeks in Ulduar I have come to the understanding that using holy light in almost every encounter is quite useless. None but 2 pieces of pally Ulduar gear I've seen (including t8) have haste AND crit, aside from that it's either-or. My Ulduar belt, hands, wrists, legs, and chest all have crit+mp5 but no haste. Thus I have a ton more sp, crit, and int, but my haste has dropped to a minimum. Using holy light at any point in most fights, even precasting, is (1) either too late because someone else got there before me (2) heals at the most 2k because of the splash of whatever other heals are being thrown around. Having the glyph of holy light is also almost completely useless because most of the fights quire (1) minimum 10y range (2) moving around so much. My dbm pops up with /range for most fights and even though the glyph still does do a bit of healing on certain fights, it's not even close to being as useful as the flash of light or holy shock glyph. We have so much mana now and with all the mp5 gear and other regen sources I have not gone oom even with fights close to enrage timers. A good rotation I have found to be (this is with 45% crit unbuffed, t7 2piece bonus + holy shock glyph)

HS - FoL (instant) - FoL - HS - FoL (instant) - FoL - HS <------- it goes with the HS cd perfectly and even if it's not instant (thought it should be with the amount of crit in Ulduar gear with raid buffs), it just gives HS a bit more time to cd.

For how much we have to move on fights, run after/around tanks, I have found this to be perfect for healing on the go. No mana issues, my holy shocks go up to 9k and FoL go around 6k, which are more than substantial heals. When there is raid dmg such as on Ignis/Hodir/Aureya/Thorim/Kologan, and more, you can keep more people alive doing that rotation than holy light because (1) everyone is most likely more than 8y apart for the splash (2) holy light will take so long you will heal maybe one person during the entire AoE (3) the AoE healers will get to the person you are trying to holy light before you thus letting a person who needs an emergency heal die

tldr: holy light is useless in Ulduar /discuss
 
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Old 05/07/09, 6:43 PM   #220
Roknroll
Von Kaiser
 
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Human Paladin
 
Tichondrius
you could be running with too many healers then. Holy Light is by far the best heal to be casting. I have a few upgrades from Ulduar (helm, legs, wrist), and am sitting at 535 haste from items. In raid, my Holy Lights cast just under 1.4 seconds. My FoL casts (i think) are about 1.05 seconds. That means Holy Light takes 33% longer to cast, but heals on average for 250% more. It also has a 'dumb' splash heal that will hit multiple people in range. Now factor in that Holy Light has a 6% higher crit rate.

The thing is, HL has only a slightly longer cast time than FoL, but it heals for a ton more. Geared and gemmed properly, paladins have the mana/regen to sustain casting only HL for an entire fight. So if you can handle casting it the entire time, there's no reason not to. If you are casting a 1.4 second heal, and someone is always beating you to it then (a) you are running with too many healers, (b) you have poor healing assignments, or (c) your reaction time and decision making is just too poor. Most HoTs tick every 3 seconds, and most other classes big heals are have a longer cast time than our Holy Lights.

I usually put myself on the main tank when healing boss fights. I never top the meters that way because I sit there and spam Holy Light on them, and they have my entire focus. I break off to raid heal occasionally when it's safe to do or when the fight mechanics call for it, but at least I know the tank isn't going to die. The rest of the healers are free to focus on the raid then, only putting HoTs or minimal heals on the tank.
 
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Old 05/07/09, 6:48 PM   #221
Feya
Von Kaiser
 
Blood Elf Paladin
 
Illidan
Considering you haven't progressed through the entirety of Ulduar (at least with the character you list as playing), I find it premature and completely unwarranted to make the statement you have made.

I use Holy Light with regularity. It is my #1 most used heal in almost every fight (except the General and Hodir fights). I spread in Holy Shocks as it comes up for the bonus to crit to holy light. I cannot see how your able to use flash of lights and holy shocks to keep a maintank up unless your allowing your other healers to carry a significant amount of the burden you should be carrying as a maintank healing class.

Even if we were to accept your premise, why is there no mention of Sacred Shield? Wouldn't the 50% crit bonus be worth including in your cycle? It just seems to me you are working from a half empty jar of theorycrafting.
 
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Old 05/07/09, 7:40 PM   #222
 frmorrison
Divine Protector
 
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by ansky5o View Post
No mana issues, my holy shocks go up to 9k and FoL go around 6k, which are more than substantial heals. When there is raid dmg such as on Ignis/Hodir/Aureya/Thorim/Kologan, and more, you can keep more people alive doing that rotation than holy light because (1) everyone is most likely more than 8y apart for the splash (2) holy light will take so long you will heal maybe one person during the entire AoE (3) the AoE healers will get to the person you are trying to holy light before you thus letting a person who needs an emergency heal die

tldr: holy light is useless in Ulduar /discuss
So are you assigned to the AoE healing role? HL is the main tank healing spell, but you are right that it doesn't work that well for AoE healing, even with the glyph.

If you are AoE healing, I guess your rotation would be correct (except you should add SS on a tank). Also, using that role I would get the Divine Sacrifice build, since you can AoE absorb using that ability.

Since you are mostly casting Flash, it seems you need a new libram (the PvP Deadly libram affecting Flash is easier to get now) otherwise get [Venture Co. Libram of Mostly Holy Deeds].

DK - Ashbane Failure is the condiment that gives success its flavor.
 
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Old 05/08/09, 4:31 AM   #223
Dugarax
Von Kaiser
 
Blood Elf Paladin
 
Archimonde
Originally Posted by Roknroll View Post
I know it was mentioned briefly in an earlier post, but I thought I'd just give some screen shots and testing I did this morning for the 2-piece holy bonus. The bonus reads:
Currently it's bugged and the HoT it places costs an additional 19% of base mana. The hot is a spell called Holy Mending.

I took some screen shots last night. regen kind of screws the exact numbers up, but here's how my mana changed. I have 5/5 in benediction, but i did not have Seal of Wisdom up.
- started at full mana
- crit with holy shock
- refunded 474 mana from Illumniation
- mana lost after the refund = 1046
So, ignoring what I got back from Illumination, the Holy Shock cost 1,520 mana. A normal holy shock would have been 711 mana for me (no SoW, yes benediction). So that means the 2-piece bonus proc charged me 809 mana. That's not exactly 19% of base, but it could be that I got a tick of regen in there. My screen shots show the cast, 1 second after, and 2 seconds after. I gained 27 mana from normal regen in that 1 second. Adding that 27 to 809 and you get exactly 19% of base mana for the cost of the HoT.

before cast - http://i25.photobucket.com/albums/c8...709_073344.jpg
1 second after cast - http://i25.photobucket.com/albums/c8...709_073346.jpg
2 seconds after cast - http://i25.photobucket.com/albums/c8...709_073347.jpg
Looks like the two piece bonus has been fixed.

We have corrected an issue with the two-piece set bonus for the Paladin set, Conqueror’s Aegis. Holy Mending no longer costs additional mana.
World of Warcraft - English (NA) Forums -> Recent In-Game Fixes - 5/5/09

Seems to be working fine on live server for me right now.
 
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Old 05/08/09, 5:04 AM   #224
KYA1337
Von Kaiser
 
Human Paladin
 
Antonidas (EU)
I do not agree that Flash heal should be your group-healing spell of choice!

In situations where people can actually die from AoE (Prenerf Tantrum, Frozen Blows+Icicles etc.), hitting somebody with a HL usually means they are safe, while a flash means that you - or some other healer - needs to heal them again.

Flash heal is good for:
...countering small amounts of damage - but priests, druids and shamans are better at that.
...sniping small heals - but if you need to do that you run with too many healers.
...conserving mana.
 
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Old 05/08/09, 5:05 AM   #225
sno
Von Kaiser
 
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Dwarf Paladin
 
Grim Batol (EU)
Originally Posted by ansky5o View Post
After a few weeks in Ulduar I have come to the understanding that using holy light in almost every encounter is quite useless. None but 2 pieces of pally Ulduar gear I've seen (including t8) have haste AND crit, aside from that it's either-or. My Ulduar belt, hands, wrists, legs, and chest all have crit+mp5 but no haste. Thus I have a ton more sp, crit, and int, but my haste has dropped to a minimum. Using holy light at any point in most fights, even precasting, is (1) either too late because someone else got there before me (2) heals at the most 2k because of the splash of whatever other heals are being thrown around. Having the glyph of holy light is also almost completely useless because most of the fights quire (1) minimum 10y range (2) moving around so much. My dbm pops up with /range for most fights and even though the glyph still does do a bit of healing on certain fights, it's not even close to being as useful as the flash of light or holy shock glyph. We have so much mana now and with all the mp5 gear and other regen sources I have not gone oom even with fights close to enrage timers. A good rotation I have found to be (this is with 45% crit unbuffed, t7 2piece bonus + holy shock glyph)

HS - FoL (instant) - FoL - HS - FoL (instant) - FoL - HS <------- it goes with the HS cd perfectly and even if it's not instant (thought it should be with the amount of crit in Ulduar gear with raid buffs), it just gives HS a bit more time to cd.

For how much we have to move on fights, run after/around tanks, I have found this to be perfect for healing on the go. No mana issues, my holy shocks go up to 9k and FoL go around 6k, which are more than substantial heals. When there is raid dmg such as on Ignis/Hodir/Aureya/Thorim/Kologan, and more, you can keep more people alive doing that rotation than holy light because (1) everyone is most likely more than 8y apart for the splash (2) holy light will take so long you will heal maybe one person during the entire AoE (3) the AoE healers will get to the person you are trying to holy light before you thus letting a person who needs an emergency heal die

tldr: holy light is useless in Ulduar /discuss
Why are you healing the raid? Does your guild have mainly paladins as healers and can't bring more priests/druids and even shamans that can heal the raid far better than we ever can?
Or does your guild just have suboptimal healing assignements?

And if that is your way of playing why are you gemming for INT? Going for spellpower should be the aim if you are to mainly use FoL and shock since you pretty much won't be able to go out of mana that way, and btw 19 SP in a red socket and a 16 INT in a yellow gives more than two 9 SP 8 INT gems.

Or are you just trying to score on the healing meters and snipe heals of other healers?
Our greatest strength is the ability to dish out a serious amount of healing per second on one and sometimes two targets for an extended period of time, not to use our low througput heals to cross heal the raid.
 
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