Hi there,
I just red the Patch Notes for 3.2 again, and noticed that I missed this Note:
"Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal-over-time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds."
Does this somehow clash with Sheath of Light, or can I get two HoTs, one from Sacred Shield and one from Sheath of Light on myself, or someone else?
They used to stack at least, though I have to admit I haven't paid attention to that particular buff in the latest builds.
Last edited by Maylander : 08/04/09 at 5:00 AM.
"If you know the enemy and know yourself, you need not fear the result of a hundred battles.
If you know yourself but not the enemy, for every victory gained you will also suffer a defeat.
If you know neither the enemy nor yourself, you will succumb in every battle." - Sun Tzu, Art of War
With regard to building SoV stacks and then switching targets, one possibility someone pointed out a while back was using focus target casts, which I think would work nicely. You build your stacks on, say, Kologarn's right arm and make it your focus target. Then switch to auto-attacking his body while using macros to throw all your special attacks at his arm. You lose out on 5 procs from autoattacks, but eventually gain bonus DS procs and you get a 2nd stack ticking.
I sincerely doubt Kologarn's arm will last long enough to make this worthwhile on the first arm, but on the 2nd it should basically happen all by itself after you've dps'ed his body a bit. Assuming your raid's dps is adequate that you can slack on the arm a little and not endanger things, throwing your specials at his body while you build arm stacks would probably be a dps boost (be sure to make his body your focus target). If your raid generally kills his left arm as well, you could really go all out and build (and maintain) stacks there too, though you aren't accomplishing anything other than uselessly inflating your dps if you aren't gonna kill the left arm as well.
3.) Divine Storm's interaction is slightly odd with Seal of Vengeance (I've posted about this numerous times previously). Divine Storm will "throw" the direct damage proc up to roughly 100~ yard. To produce this effect, build a 5stack on a mob, then target a different mob in LoS within 100~ yards, and hit Divine Storm. Divine Storm sends all of the direct damage procs to your target, up to a total of 4x procs instantly on a singular target. This effect will be very limited in real raiding scenarios, seeing as it basically requires the presence of a Prot Paladin to pull off and the various targets living for, at least, 30 seconds at a time (enough time to build a 5stack w/ just HotR).
This makes me wonder if the "off target" type damage is intended... Consider substituting your regular DS spell for following macro for freya:
/tar tangling roots
/tar eonar's gift
/cast divine storm
/targetlasttarget
It wouldn't work all the time since it'd depend on having the SOV stacks up. Unlikely for the lasher spawns, but for the 3spawns or big tree that's not an impossible scenario.
Limited... but still usefull in sometimes where we can't really afford to break off from our main target (anymore) due to the need to stack SoV for good damage.
Makes me wonder how soon after release some paladin will post a youtube abusing this very "clever use of game mechanics" to solo kill a raid boss, or farm 10K in an hour or mess up pvp in some way...
I wonder how much of this is accounted by Glyph - Sense Undead, Holy Wrath and Exorcism always hitting critical.
Anyway, seems like some decent logs to dissect.
Assuming the target would be still affected by Crusade, but isn't Undead or Demonic (no HW, Exo autocrit and Sense Undead-Glyph), and Exo having a 40% Crit chance with raid buffs, I came to following conclusion:
Unless I made a mistake somewhere, it would be a damage loss of roughly ~5% (94,7% of the damage stated in the first log) or ~380 DPS, assuming 7200 DPS.
On a different note: Does Hand of Reckoning deal damage against taunt-immune mobs or bosses with random aggro (e.g. XT Heart Phase, Yogg brain room)? If so, should it be included into our rotation somewhere?
Last edited by Angel of Wrath : 08/04/09 at 9:10 AM.
3.) Divine Storm's interaction is slightly odd with Seal of Vengeance (I've posted about this numerous times previously). Divine Storm will "throw" the direct damage proc up to roughly 100~ yard. To produce this effect, build a 5stack on a mob, then target a different mob in LoS within 100~ yards, and hit Divine Storm. Divine Storm sends all of the direct damage procs to your target, up to a total of 4x procs instantly on a singular target. This effect will be very limited in real raiding scenarios, seeing as it basically requires the presence of a Prot Paladin to pull off and the various targets living for, at least, 30 seconds at a time (enough time to build a 5stack w/ just HotR).
I doubt it's working as intended.
It's probably a biproduct of taking away seal procs from CS/DS imo.
On the flip side I am making a 2s team and getting to 2500 tomorrow ^_^
PTRs are shut down. 3.2 is effectively live as far as it is concerned.
Would anyone with moderation privileges please close this thread. Its purpose has been fulfilled. Arikah will, no doubt, post a non-PTR 3.2 thread in the near future.
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."
Assuming the target would be still affected by Crusade, but isn't Undead or Demonic (no HW, Exo autocrit and Sense Undead-Glyph), and Exo having a 40% Crit chance with raid buffs, I came to following conclusion:
Unless I made a mistake somewhere, it would be a damage loss of roughly ~5% (94,7% of the damage stated in the first log) or ~380 DPS, assuming 7200 DPS.
On a different note: Does Hand of Reckoning deal damage against taunt-immune mobs or bosses with random aggro (e.g. XT Heart Phase, Yogg brain room)? If so, should it be included into our rotation somewhere?
I seem to recall various posters here explaining that if the taunt does not happen for whatever reason, the damage won't either. So first there's the taunt, and IF the taunt works, the damage is dealt to the target (this is to cause increased threat initially).
"If you know the enemy and know yourself, you need not fear the result of a hundred battles.
If you know yourself but not the enemy, for every victory gained you will also suffer a defeat.
If you know neither the enemy nor yourself, you will succumb in every battle." - Sun Tzu, Art of War
I seem to recall various posters here explaining that if the taunt does not happen for whatever reason, the damage won't either. So first there's the taunt, and IF the taunt works, the damage is dealt to the target (this is to cause increased threat initially).
This is correct. Blizzard wanted it to be a useful snap agro taunt by giving it some decent damage, but wanted it to be garbage in PvP. Since taunts don't work against other players, it's a good trade-off.
Imp lay on hands is a pretty cool talent now. Gives you a small cooldown to use on tanks. I think it gives them a 20% dmg reduction for 15 seconds. Thats a little deeper into holy though, you will have to go 12/5/54.
edit: This allows you to get all the dps talents but you have to forgo vindication unfortunately.
Imp lay on hands is a pretty cool talent now. Gives you a small cooldown to use on tanks. I think it gives them a 20% dmg reduction for 15 seconds. Thats a little deeper into holy though, you will have to go 12/5/54.
edit: This allows you to get all the dps talents but you have to forgo vindication unfortunately.
The new LoH talent gives 20% physical damage reduction. It shouldn't be confused with stuff like Hand of Sacrifice that can be used to prevent tanks dying during breath attacks on Sarth3D, plasma on Mimiron, etc. Still a nice buff though.
"If you know the enemy and know yourself, you need not fear the result of a hundred battles.
If you know yourself but not the enemy, for every victory gained you will also suffer a defeat.
If you know neither the enemy nor yourself, you will succumb in every battle." - Sun Tzu, Art of War
The new LoH talent gives 20% physical damage reduction. It shouldn't be confused with stuff like Hand of Sacrifice that can be used to prevent tanks dying during breath attacks on Sarth3D, plasma on Mimiron, etc. Still a nice buff though.
As a small aside, does anyone know if Improved LoH stacks with Ancestral Fortitude/Inspiration? Or does it just overwrite them?
I've never been able to stomach going without 2/2 in Divine Purpose. It's way too useful in way too many situations, even in raids. I'll certainly be spending 2 points there again.
How many people plan on speccing for aura mastery. I was planning on going 11/5/55.
With them fixing/changing divine sacrifice to break on 150% dmg whether your bubbled or not, having Aura mastery seems like a solid raid cooldown. I guess in guild with many holy pallies it wont really be that helpful but we only have 1 holy, 1 prot, and 1 ret in our normal raid group so having 2 aura masteries will be nice.
Imp lay on hands is a pretty cool talent now. Gives you a small cooldown to use on tanks. I think it gives them a 20% dmg reduction for 15 seconds.
It's not that big of a buff. Some random numbers given decent Ulduar gear give it a 16%ish reduction in damage in 3.1 from improved LoH. And that's assuming it stacks with Inspiration/Ancestral Fortitude.
Seal of Vengeance and Seal of Corruption: These seals have been redesigned. Only auto-attacks and Hammer of the Righteous can place the debuff on the paladin's current target(s). However, while the seal is active, each melee swing or ability (excluding judgements) that lands on the target will deal a percentage of weapon damage as Holy damage to the target. This damage maxes out at 33% weapon damage with 5 applications of the debuff and scales upward evenly based on how many applications of the debuff are active. This Holy damage deals double-damage critical strikes. In addition, the damage-over-time debuff is now considered a melee attack for the purposes of determining its chance to hit, miss, be dodged or parried.
Imp LoH talent should never be used by a Ret or Prot Pally, you loss too much getting it. BTW, 3.1 LoH just overrides the shaman/priest buff.
I really like Divinity and DiSac (even if it ends up nerfed), so I will be 5/11/55, dropping 1% haste talent (have a near 100% Moonkin and another Pally that specs Ret/Prot).
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.'
However, while the seal is active, each melee swing or ability (excluding judgements) that lands on the target will deal a percentage of weapon damage as Holy damage to the target.
Emphasis on the bolded part. We got nerfed yet again by roughly 3,3% (with the Judgement prefered system - in reality, it should be lower since CS has clearly 1st priority again). I'm slowly starting to worry now, considering the Patchwerk data showed that we're only where we should be on a non-moving, Undead mob before this nerf. Against anything else, we're much worse.
Combining it with my calculations from before, we would look on a 8,5% damage loss on non-undead/demonic mobs compared with the test data from Trajer with these changes - or ~610 DPS with 7200 DPS as basis (~800 dps loss against mobs with Crusade only granting 3% bonus). Mind you, the damage loss from the Judgement nerf will be slightly less with a CS preference, but it's still nothing to sneeze at. This puts us at the lower spectrum of the DPS charts again - against Patchwerk-styled bosses. I don't even want to think about what happens in fights which involve movement or quick target changes.