Daily Thoughts: Ret Paladin Is Beast

I know I mentioned yesterday about getting more into warrior or DK dps but, I didn’t play my DK at all (other than doing the Headless Horseman Daily) and didn’t really learn anything new about the warrior. Actually, I did learn I should watch my threat on my warrior now that he has decent gear, because dying sucks.

What I did want to talk about today is Retribution Paladins and how awesomesauce they are right now. Yesterday was my first time taking ret into a raid since the big patch. With 2 slight upgrades (251 to 264 boots and back) and the changes from 4.0.1, my ret pally went from ~9k dps on Toravon 25m in VOA to 11.5k dps on the same fight. We actually wiped once on him because a tank and heal went offline, though it gave me a chance to see a neat little comparison of my own dps. The first attempt I was using Seal of Righteousness because I forgot to turn it off after trash. This is the seal designed to be slightly bursty and hit multiple targets with the seal of command talent. I was a little under 9k dps using that seal. At first, I didn’t notice the wrong seal since my damage was comparable to the raiding damage I was used to doing.

After the first wipe and during the replacement of the offline players and ragequitters, I used my proper Seal of Truth. Truth, much like the former Seal of Corruption, leaves a stacking dot on the target which also increases the damage of your judgement. Checking recount after the second attempt and kill, Censure (the name of the Dot damage) was responsible for about 15% of my damage. This should give you an idea of how important it will be to maintain 100% uptime of this DoT. On single target, low movement fights it shouldn’t be an issue. In fights like Marrowgar where he moves away from you or in rotface that could require you to take a slime to the off tank, you should be very aware and keep the debuff up if at all possible.

The other important changes are too our cooldowns. Avenging Wrath (as I mentioned in my Top 5 New Paladin Talents post) now allows hammer of wrath to be used outside of the normal enemy < 20% health rule. This means, outside of tank threat issues, you open up boss fights with wings and your rotation changes to HoW usage on CD. Our new cooldown timing is a point of contention so far for ret paladins. Zealotry can be used when you have 3 holy power and for its duration makes each Crusader Strike grant 3 holy power instead of 1. Rotation during Zealotry should be Crusader Strike > Templar’s Verdict > CS > TV and so on til the buff wears off. The issue comes with the normal standard of stacking cooldowns. Using AW and Zealotry at the same time would mean buffed CS and TV along with the HoW, but you’ll be doing less of everything during that time. If you follow the CS > TV rotation during Zealotry, you’ll miss precious extra HoW hits, though if you do HoW on cool down like you should, you wont get as many CS > TV combinations off during the time.

I haven’t seen enough data into this to say definitively which is the right way to go. Personally, I open with AW and have a rotation something like  HoW > CS > Judge > HoW > CS > TV > HoW, depending on Holy Power generation. HoW on cooldown, only delaying it if I have a Mastery proc for TV or full HP for TV. Immediately after my AW buff ends, I use Zealotry and am able to maintain very high DPS for the duration of both of my big cooldowns. On Toravon I was only able to use Zealotry once this way while getting 2 Avenging Wrath off. During a slightly longer fight I’d probably be able to get two of each even with this method.

Daily Thoughts: Random Thoughts About 4.0.1 So Far

With such a host of changes in the 4.0.1 patch, a lot of little things can get missed as we talk about larger or more specific issues. Here’s a few of my thoughts that I think I’ve missed in previous articles so far.

  • AoE – Blizzards design goals for the future of WoW is to limit the mass AoE pull fun-fest that Wrath has become. Most of their relevent changes reflect this. Paladin’s Divine Storm needs 3 stacks of HP before it does much damage, even then doing less per target that before, making it only very useful in large pulls. Hunters have lost their EZmode AoE trick – volley. Now multi-shot hits all targets but at much lower DPS (aside from maybe a SV hunter with key talents/glyphs). Warriors cleave and whirlwind now have a stacking buff that increases their damage done the more you use it, to the point that cleave is comparable single target damage to heroic strike even. Wait? How does that fit into the design goal? On my poorly gear warrior alt, cleaves can hit multiple targets for upwards of 13k each. Whirlwind is hitting about as hard as DS when both are buffed to 3 stacks, yet after WW gets its buff, its at full power til the trash is dead. So why is other AoE getting nerfed, while warriors AoE got buffed and most other classes (casters particularly) stayed the same.
  • Damage Balance – Most people will have noticed by now, even with the damage pass that nerfed caster dps and buffed melee dps, caster dps is ridiculous. I watched a warrior with almost 1k resilience get hit for 36k by some mage. Admittedly, I’m sure the mage was geared, but there’s no good reason for a mage one shotting a warrior in almost all pvp gear. At equal gear levels nearly all casters are doing 25%+ dps of their melee counter parts. There is a decent change that this wont get really addressed until cataclysm.
  • Tanks – Where are they? People just don’t want to tank anymore. While trying to form a 10m group for the weekly quest last night our group, and at least 5 other groups in trade looking, had no luck finding a tank for over a half hour. We even had 4 people capable of healing in the group, and no tanks. Whats the deal?
  • Subtlety rogues don’t suck anymore. They hurt. Watch out for those extra sneaky back stabbers.
  • Although mana isn’t too much of an issue for healers now because we overpower most of the content, I can see how it will be in cata. With the mana regen changes characters of mine that wouldn’t go under 90% mana are now having to use special regen talents to keep going during an average boss fight.
  • Overall it seems like Blizzard is following through with their stated design goals for the expansion. Expect lots of CC, healers going OOM, huge health pools, and harder instances/raids in Cataclysm.

See you monday!

Daily Thoughts: Hallow’s End and Bad Queues

I spent most of my WoW time last night working on achievements for the Hallow’s End holiday and hopefully the “the Hallowed” title this year.

See WoW Insiders Guide to Hallow’s End 2010

I got my GNERD Rage (50 honor kills with the candy buff active) achievement almost entirely in one wintergrasp. Horde is pretty over populated on my server, so we farm the alliance back to their flight path most times. Poor ally. Most of my time though, was spent getting the Tricks and Treats of Azeroth. That requires you to run around to most of your factions Inns in Kalimdor, Eastern Kingdoms and Outlands and loot their pumpkin. It’s a lot of running/flying. Each pumpkin does give 6 or so gold, so my friend and I were up 200 gold after the night.

The quests that require horde players to run into south shore and cause shenanigans were pretty fun because there was a bunch of alliance there trying to kill us. My 1100 resilience paladin and my friends 1k resilience warrior said, “No ally, you can’t kill us”. I didn’t claim our battle taunts were creative. Not much better than some open world PVP while getting achievements. Today I’m going to have to do the achievements that rely on drops, including the Sinister Squashling pet and the pumpkin helm.

…And the bad queue part

During the course of this adventure to gain my holiday achievement, my questing parter and I were constantly queued for random battle grounds. Over the course of 3 hours or so of questing/running around, we got only 3 battle ground queues. Do the math, it’s taking forever. I’d love someone to comment if they happen to know why for certain. I had heard before the patch that battle groups were supposed to expand or function as if they had, though after seeing the limited server selection inside the battle grounds we were in, other possibilities such as smaller battle groups make more sense. Any ideas?

Daily Thoughts: Holy Paladin 4.0.1 Continued

Well, another day of healing as a Holy Paladin and still Flash of Light is stronger than Holy Light and very expensive. Maybe I was half expecting my massive Holy Lights to be back – they weren’t.

Today I ran a couple of heroics and killed Ignis in Ulduar for the weekly quest. Definitely do not feel as powerful as I used to. Not to say that it was very hard to heal that content nor did anyone die. I suppose the shaman who pulled before the tank died but, don’t enhance shamans always die? I’m not sure that counts. No, it definitely doesn’t count. Regardless, it takes a lot more attention to make sure that people don’t die (shamans aside). Prior to 4.0.1, there was really no need to do anything other than hit Holy Light, especially with the Glyph of Holy light which added a splash heal to nearby players. Finally, I’m picking up on the idea that I have to use Holy Shock on cool down. Outside of HS, FL spam is still the way to go for most fights without huge incoming damage. This is making me want to go after more haste than I had before. Yes, haste was always a go to stat for Holy, but now that HL doesn’t hit like a bus, I need it to hit more often to even attempt a comparable throughput. I see reforging in my future.

Without the Illumination talent which gave mana return on crits, crit is even less valuable than it was. Spirit is still a decent stat as a high damage fight could tax our mana regen after the severe nerf to Divine Plea (10% mana down from 25% mana gained). Proper spell use, AKA Holy Light/Holy Shock, will help negate that mana regen nerf to make sure we can keep casting through out a long fight.  I’ll probably reforge a fair chunk of crit into haste so that my little HL’s can do the job still.

The other big factor in mana conservation is Word of Glory. Word of Glory is the Holy Power outlet for Holy. Unlike other HP outlets, Word of Glory scales linearly and each point of Holy Power is worth the same amount of healing. For example, 1 holy power might equal 2,000 healing, while 3 holy power will just equal 6,000 healing. This is an instant cast, mana free heal. Without huge cheap mana regen, free heals are a big deal. What about our other two new spells? Light of Dawn is alright for helping out with incoming AoE damage. If you have a Resto Shaman or Druid, you’re better of letting them do the raid healing. I still haven’t found much use for Divine Light – Paladin’s new big heal. Considering that Flash of Light ends up being a little more throughput and Holy Light is cheap, I just can’t find the right Niche for Divine Light.

One thing that is keeping Holy Paladins a contender for big tank healing is our Mastery – Illuminated Healing, which adds a 8% of the healing done as a bubble that lasts 6 seconds. If your tank is taking consistent damage the bubble will constantly being used, adding a lot of effective healing. The other nice part of Illuminated Healing, it is affected by Beacon of Light Heals. So all healing you do to the raid adds 50% of healing to the tank which constantly places that 8% bubble onto the tank. Keep in mind though, this bubble doesn’t stack, each new heal replaces it and resets the 6 second duration.

That’s all for tonight. I’m thinking about taking Holy into PVP tomorrow, though I might end up focusing on gearing my Fury warrior. As always, comments are welcome. Feel free to ask questions or give feedback/suggestions.

Holy Paladin Healing – ICC 4.0.1

Sorry for the short post tonight, but here goes:

I’m going to need a couple more rounds in ICC and some random dungeons before I can give my full opinion of Holy healing post 4.0.1. This new healing model seems a bit wonky to me. I’m really not used to Holy Light spam being so weak. HL is down to about 40% of the effectiveness compared to its previous incarnation. Flash of light, which used to be the small heal, is now a bigger heal than HL. It’s fast and expensive and can’t be spammed recklessly. Right now, Holy Power seems to be on the verge of useless since Holy Shock is still better overall than a 3 point word of glory. There’s also this relatively weak AOE heal ‘Light of Dawn’ that is on a 30 second CD and therefore can’t be used very often.

So what does a Holy Paladin use to heal? Everything! Holy Light is the go to heal for the most part because of its relative efficiency. You’ll also want to throw in Holy Shock almost on cool down because of its chance to provide a 1.5 second reduced cast time on HL as well as 30% reduced cast time of next heal if you talent into it. Use Light of Dawn for when the raid takes some AOE, naturally, and flash of light if someone is taking heavy damage. Honestly, I didn’t much use the new big heal, Divine Light. High incoming damage is better responded to with Flash of Light.

Other than that, use the normal spells as before 4.0.1. Judge to get a haste buff and Beacon the tank. Mana isn’t much of an issue still, stack int/haste and cast away. Healing Dreamwalker is still a blast. I have no idea what’s coming tomorrow, but I’ll see you next time!