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Old 02/16/10, 6:04 AM   #466
Mox
Piston Honda
 
Human Paladin
 
Azjol-Nerub (EU)
Originally Posted by Ronnin View Post
Recently my guild has been trying to down LK(normal), unfortunately, we have been having an overwhelming number of tank deaths(phase 2 and 3), the general consensus is RNG with harvest soul and melee swings landing one right after the other. we are taunting immediately after Soul Reaper, and then taunting back after the 50k tick has been healed up. but the problem is before the 2nd tank has time to taunt, the main tank is dieing. It occurs most often when i am personally moving (either from defile or collapsing for val'kyr's). Im not sure what Im doing wrong but any insight or tips would be nice.
The 2nd tank needs to taunt BEFORE the soul reaper hits the 1st tank, our tanks generally switch when there is 2-3 sec left on the debuff and then just keep tanking till the next soul reaper. If for whatever reason the other tank isn't able to taunt you need CDs such as guardian spirit/pain sup to be used.

Paladin: Kochanski

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Old 02/16/10, 7:54 AM   #467
Paradime
Glass Joe
 
Blood Elf Paladin
 
Deathwing
Originally Posted by akik View Post
The Valkyrs do not come down at the same time, there is a small gap in between them, so unless you wait, you will not be hitting all of them with your Holy Wrath. If you do wait, the first 1-2 should already be slowed by the time you can hit all three, and be pretty useless.
Well I have to disagree with you on this 9/10 times, if you're group is truly stacked correctly, your 10 yard range on the holy wrath will most certainly hit all 3 of them. in fact the amount of time it gave us, our two dk's to pest on all 3 mobs effectively making their dots combined hit harder than 3 corruptions ticking each target, now i am no math expert but 1.5 seconds < 3 - 4.5 seconds (depending on haste) the warlock would take to throw corruption up on each target.

Originally Posted by akik View Post
And I would like to underline the fact that there is nothing worse that you could do in this phase than put the Valkyrs on stun DR.
Let the raid slow them down, and let those with long stuns stun them when they decide that the stun is necessary,
in effect when the Valkyr is nearing a Defile area or is about to fly over the edge. If during that time there is stun DR on the valkyr, you can pretty much say goodbye to that attempt.
Again, another thing that I must disagree with, the earlier you get dots rolling, slows out, and rotations set up, the more dps you will net over the life span of each valk and reducing the total number of "close calls" that you have by waiting to use that stun. For instance, if one of the melee dps is targeted by defile right on the edge where the valkyr is flying, melee must risk going into the portal and forcing it to grow to a catastrophically large size because of the expansion, just to throw up a long stun. Because only melee have long stuns (save ghoul stuns which will not cause a defile to grow because of the reduced damage). This even actually happened relatively early in attempts and we've kept a habit of using these short CD/duration stuns to prevent catastrophic events such as this from occurring.

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Old 02/16/10, 10:19 AM   #468
Ronnin
Glass Joe
 
Blood Elf Paladin
 
Darkspear
Originally Posted by Mox View Post
The 2nd tank needs to taunt BEFORE the soul reaper hits the 1st tank, our tanks generally switch when there is 2-3 sec left on the debuff and then just keep tanking till the next soul reaper. If for whatever reason the other tank isn't able to taunt you need CDs such as guardian spirit/pain sup to be used.
I dont understand how this would help, if the 2nd tank taunts before it goes off, the 2nd tank will get it and its the same problem.

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Old 02/16/10, 10:40 AM   #469
watashihammet
Glass Joe
 
Blood Elf Paladin
 
Magtheridon (EU)
Originally Posted by Ronnin View Post
I dont understand how this would help, if the 2nd tank taunts before it goes off, the 2nd tank will get it and its the same problem.
What he means is:
Tank 1 gets the Soul Reaper debuff, it will tick in 5 seconds dealing 50k dmg.
Tank 2 taunts.
Tank 1 gets healed up -before- the Soul Reaper ticks.
Tank 1 takes only 50k dmg, without any melee hits added to that.

If preferred you can have your main tank (tank 1) taunt back after he has been healed up after he took the 50k dmg. That mostly depends on your gear and weither or not you want to save your paladins quite alot of mana (having to recast beacon after a Soul Reaper occurs can be quite the mana drainer)

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Old 02/16/10, 11:22 AM   #470
gcbirzan
Bald Bull
 
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Human Paladin
 
Darksorrow (EU)
Originally Posted by frmorrison View Post
If your spriest believe MB is not worth casting with 4 piece, they need to think again. They only time it is not worth casting is during Bloodlust or anytime you are above 50% haste (since that is when you hit the hard spell GCD) such as Engineering gloves + Troll Racial.

e: Looking my at my log: World of Logs - Real Time Raid Analysis, Buffjobb the Holy Pally was getting an average number of buffs from it. So maybe it was fixed?
They did some theorycrafting and found that for certain spellpower/haste/crit values, it's not worth using MB anymore: Shadowpriest Theorycraft 3.3 Edition - I get by with a little help from my friends

In your raid, you had 4 sources of replenishment, which is more than enough. It's still an issue for us, as even with 3 sources (one of which was offline more often than not), our 3 holy paladins got, at best, half the replenishment ticks everyone else got. An interesting thing to note is that our retribution paladin had an 'average' replenishment tick which was 10-15 mana less than the priests, and the same I can see in your report (the numbers in the sources table are the replenishment 'ticks' they gave, it doesn't have anything to do with their mana pool).

Originally Posted by watashihammet View Post
What he means is:
Tank 1 gets the Soul Reaper debuff, it will tick in 5 seconds dealing 50k dmg.
Tank 2 taunts.
Tank 1 gets healed up -before- the Soul Reaper ticks.
Tank 1 takes only 50k dmg, without any melee hits added to that.

If preferred you can have your main tank (tank 1) taunt back after he has been healed up after he took the 50k dmg. That mostly depends on your gear and weither or not you want to save your paladins quite alot of mana (having to recast beacon after a Soul Reaper occurs can be quite the mana drainer)
You're forgetting that tank 1 gets hit by 60k shadow damage as the debuff gets applied (resistable, as opposed to the tick 5 seconds later) which can coincide with a melee hit:

[23:13:07.387] The Lich King hits Hanyaa 34686 (A: 3442)
[23:13:07.991] The Lich King Soul Reaper Hanyaa 21580 (A: 27416, R: 14278)
[23:13:12.969] The Lich King Soul Reaper Hanyaa 27827 (O: 23648) (this was when the OT was dead, so nobody taunted, but talking about the first 2 hits)

Last edited by gcbirzan : 02/16/10 at 11:44 AM. Reason: Added a better example

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Old 02/16/10, 4:36 PM   #471
Ronnin
Glass Joe
 
Blood Elf Paladin
 
Darkspear
Originally Posted by gcbirzan View Post


You're forgetting that tank 1 gets hit by 60k shadow damage as the debuff gets applied (resistable, as opposed to the tick 5 seconds later) which can coincide with a melee hit:

[23:13:07.387] The Lich King hits Hanyaa 34686 (A: 3442)
[23:13:07.991] The Lich King Soul Reaper Hanyaa 21580 (A: 27416, R: 14278)
[23:13:12.969] The Lich King Soul Reaper Hanyaa 27827 (O: 23648) (this was when the OT was dead, so nobody taunted, but talking about the first 2 hits)
This is what is happening to our MT (tank 1). He will take the debuff (application) and a melee swing right after each other.
Do we need to pop Cool Downs for every soul reaper? and if so, my boss mod (DXE) doesn't have a timer, how are we supposed to predict it?

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Old 02/16/10, 6:12 PM   #472
Renew
Team Healbot
 
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Human Paladin
 
Tichondrius
DBM has an ETA on Soul Reaper.

I have been thinking of having my raid blow 2 cooldowns per Soul Reaper. Using one before he Reaps the tank applying the dot and a second for the 50k tick.

It might also be good to time your HL as you would for say Steelbreaker to coincide with the 50 tick you can 100% predict.

Confidence is not Arrogance.

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Old 02/16/10, 6:44 PM   #473
neanor
Glass Joe
 
Night Elf Death Knight
 
Bronzebeard
I currently use power auras to track the Soul Reaper debuff so it pops up a symbol when anyone in the raid has it (which will usually be one of the tanks). So you know that's when you need to spam heals, and a 5-second timer on it will let you know when it's about to do its 50k tick.

The problem with single-tanking Soul Reaper is that after the debuff goes up, you're usually spamming to get the tank topped off for his increased melee swings that it's not really viable to hold off or perfectly time your holy lights to top them off after the 50k hit. If you have the second tank taunt after the initial application of soul reaper though, then timing your HLs to hit right after the debuff expires is a bit more manageable.

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Old 02/17/10, 3:04 AM   #474
Silmeria
I am a nice guy
 
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Silmeriah
Blood Elf Paladin
 
No WoW Account
Originally Posted by Ronnin View Post
Do we need to pop Cool Downs for every soul reaper? and if so, my boss mod (DXE) doesn't have a timer, how are we supposed to predict it?
DXE has a timer, update your mod.

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Old 02/17/10, 5:34 AM   #475
gcbirzan
Bald Bull
 
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Human Paladin
 
Darksorrow (EU)
It's a cooldown though, and if it syncs up with defile, infest and val'kyrs (like on the second val'kyr wave), it can be delayed for over 10 seconds.

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Old 02/17/10, 4:09 PM   #476
Parodia
Von Kaiser
 
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Sicarri
Blood Elf Paladin
 
No WoW Account
Our MT was noticing that when the Soul Reaper comes off CD at around the same time as other abilities, it has a lesser priority. What this means is that going into P3 and P5, he will cast every other ability and then immediately Soul Reaper. If, say, Defile comes off CD when Soul Reaper does, he'll Defile and then Soul Reaper as soon as he can hit the tank again. Just something to bear in mind for using CD's.

Last edited by Parodia : 06/10/10 at 12:35 AM.

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Old 02/18/10, 1:21 AM   #477
Toughcack
Glass Joe
 
Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Ronnin View Post
This is what is happening to our MT (tank 1). He will take the debuff (application) and a melee swing right after each other.
Do we need to pop Cool Downs for every soul reaper? and if so, my boss mod (DXE) doesn't have a timer, how are we supposed to predict it?
So far, DXE has done a very good job for accurately timing Soul Reaper. We run with two priests (disc/holy) along with two holy paladins. We then chain CD's on the tank on every soul reaper. We have the other holy paladin pop DSac in conjunction with Hand of Sacrifice for the first soul reaper and I would do the second one right after that. The priests then chain their CD's (3rd/4th - Guardian Spirit/Pain Suppression). If one of us were to be picked up by a Valkyr, then obviously the tank would pop his/her cooldowns. This has worked quite well and doesn't require any taunting from the second tank.

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Old 02/19/10, 10:24 AM   #478
Anthail
Glass Joe
 
Troll Priest
 
Bleeding Hollow
because you should be gearing for the hardest encounters, not the ones where you can DP liberally.

Can anyone confirm deny the claim that judging sindragosa first impacts her use of unchained magic on that person? and if this is indeed confirmed..does this mean the MT or OT will get it instead? The only reason I have not tested myself is we do not want our tankadin getting it.

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Old 02/19/10, 11:18 AM   #479
Harmann
Piston Honda
 
Pandaren Monk
 
Azjol-Nerub
Originally Posted by Ennku View Post
Has anyone else noticed that beacon is affected by line of sight through the ice blocks in the sindragosa fight? I was unsure at first but after some very brief testing I am 95% sure ice block line of sight between the person you heal and your beacon target will stop the beacon target from receiving the heal.

Can anyone else confirm / deny this? I have not noticed anyone else making any comments about sindragosa and ice block line of sight for beacon of light.

Also if this is true then perhaps it should be added to the original post "ICC25 Normal Healing Strategies" section.
Confirmed.

Tested this extensively:
- Player A stands out of my LoS
- Player B stands in LoS of both me and Player A
- I heal Player B
- Player A receives nothing.

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Old 02/19/10, 2:13 PM   #480
Harmann
Piston Honda
 
Pandaren Monk
 
Azjol-Nerub
Well, I'm not in a top 100 guild by any means...but my guild gets heroic mode fights down using fewer healers than typical guilds (largely due to lack of recruiting options on my server, but it makes things more fun for the few of us).

This seems to be what I've found through my experiences and for my playstyle (again, not a top guild, but my name appears in many top100 EHPS rankings on WoL for whatever that's worth): Seal of Wisdom is the cornerstone for effectively playing a Paladin and is generally what sets my performance apart from other Paladins we've attempted to recruit in the past. Here are some of the finer points:

(note that most of these apply during non-insane healing periods; when shit hits the fan, you always mash that Holy Light button like a champion)

1) While in melee range, Holy Shock on cooldown. You will get 2-3 auto attacks during the casting of this instant spell (doesn't reset swing timer) which translates to ~2k mana. Holy Shock heals for 50% of a Holy Light, but you basically gain 1300 mana each time you cast this spell (not counting Illumination on crits) and it has the potential to slightly increase throughput of your next HL.

2) Shield of the Righteous procs Seal of Wisdom. This often goes overlooked. Everyone uses Judgements to proc SoW, few use SotR. During things like the air phase of Sindragosa, there is no reason not to SotR on cooldown and get yourself back to 100% mana without using Plea.

3) Often times, it's better to BURST your regen on encounters with tough phases and slightly more lax periods. Here's what I mean: get in melee range of the boss, Divine Plea, SotR on cooldown, Judge on cooldown, toss a Holy Shock when needed, refresh SS and Beacon between SotR/Judge (so that this downtime isn't totally wasted and since these won't reset your swings), pop your haste glove enchant if you're an engineer (14% melee haste for 10s). During this brief window of time, you can gain (I shit you not) 25k mana if your buffed pool is 36k.

It should be noted that Divine Plea only makes up for 9k of that 25k, which means that you can do this any time you want and still grab yourself 16k mana while maintaining some raid heals and refreshing utility spells.

4) The infinitely sustainable rotation. It's basically just HL, auto swing, HL, auto swing, Holy Shocks on cooldown. HL costs ~1100 mana, auto swings generate ~800 mana and auto swings during Holy Shock generate ~1600 mana. You will not dip under 95% mana with this rotation.

5) Your BiS weapon is whichever current tiered weapon happens to be the slowest. Weapon stats DO NOT MATTER as long as it's a caster weapon obviously.
Let's look at a 1.6 healing mace and a 2.2:
- 1.6spd has a 40% chance on swing/judge/SotR to proc Seal of Wisdom.
- 2.2spd has a 55% chance. That basically translates to a 37.5% increase in mana gained via Seal of Wisdom since you never just sit there auto attacking, you only swing between casts or during instants.

BQL this week had me @ roughly 60k SoW mana for example. My weapon speed is 1.8 (random loot is random). If I had access to a 2.2 speed weapon, you could likely bump that 60k up to 73k. The fight was 5:30 and as such, this simple swap to an identical weapon stat-wise with 2.2spd would represent a gain of 200Mp5. If my numbers had been generated with a 1.6spd weapon, the swap to 2.2spd would represent a gain of 340Mp5.

If we had access to 2H healing maces, you could expect to rock out numbers in excess of 1800 Mp5 from general SoW procs, Judgements, auto-swinging through instant casts, etc. Right now limited to 2.2spd weapons, expect to see numbers closer to 1200.

Weapon Speed is your strongest regen stat and costs zero itemization points

Putricide this week for example had me @ ~185,000 mana gained over the course of 8.5 minutes, 88,000 from Seal of Wisdom alone. This doesn't include my passive ~600 mp5 which would be another 61k mana. Divine Plea was only used one single time during this 8.5 minutes during the first Tear Gas. Keep in mind this is a movement intensive fight and Seal of Wis uptime isn't huge. My EHPS peaked around 15-16k during P3...but due to the other healers being 2x Resto Druids, Resto Shaman, Holy Priest...my EHPS was only 5.5k overall, those guys don't leave much for me to heal during P1 and 2

This means that [Lockjaw] is likely BiS for this expansion since most Spell Power ends up as overhealing...you'll lose 150 Spell Power from [Bloodsurge, Kel'Thuzad's Blade of Agony] and a few stats, but you gain ~200-250 Mp5 from the weapon's speed increase. Then again, if your guild is downing LK25H, what the hell do you need to min/max for anymore anyway? Also if your guild is downing LK25H, you've definitely got so much int/haste/crit/mp5 that you probably don't even need to look at your mana bar anymore. 200 Mp5 won't affect you whatsoever.

Last edited by Harmann : 02/19/10 at 4:24 PM.

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