Archive for the 'Retribution' Category

Blizzard Developer Chat on Twitter 4/16

Blizzard is chatty again

Q: Will healing hands be a paladin-centered tranquility, or something we have to run around to keep people in range of?
A: The idea is that it matters where the paladin is, so it won’t be raid-wide like Tranquility will be in Cataclysm. We will make sure the magnitude of the heal is sufficient that it’s a button the paladin wants to use. The cooldown and duration aren’t set in stone either.

I’m sure this will be a heal we’ll use but Blizzard worries me when they want the heal to be “sufficient”. I’m expecting a long cooldown (1min), a short duration (8-10sec) and low to semi-moderate heals.

Q: Now that paladin’s Holy Shock is baseline is there any plans to change the Art of War talent?
A: We like Art of War, so we don’t expect it will go away. We understand the concern that Holy Shock might compete with Art of War a little bit in terms of role (an instant damage spell) and that’s something we’re going to have to address.

I’m interested in seeing what they do here.

Q. What information/ideas can you share on PvP utility in the Retribution tree? Mandatory gap closer/interrupt question. Not having a cleanse will hurt. :\
A. Retribution paladins will be getting an interrupt.

I am curious to know if protection paladins can utilize this interrupt as well. Knowing Blizzard they will probably link the spell to Repentance which is too far for a tank to get.

Patch 3.2 PTR Notes Update

It would not be a patch update with out some Paladin “changes“.

Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage. In addition, the damage-over-time effect is now considered a melee attack instead of a spell attack and the effects from these seals can only be triggered by auto-attacks and Hammer of the Righteous.

With the change currently, it will take me 17.5 second to ramp up 5 stacks. To me that is a long time to get the full benefit of the spell. With all the trash, some phases with bosses and some bosses entirely SoV is pointless to use. I guess I have to seal swap SoR over SoV with some fight but that does not make it any better.

I hope there are more changes to compensate for this nerf.

-Rudy

Seal of Exploitation

Today I was about to give an in-depth article about Seal Twisting but I decided against it. Here is why… Continue reading ‘Seal of Exploitation’

Seal of Command Vs. Seal of Blood

I received a few emails about what is better, SoB or SoC? This is what I found…

Seal of Command
Gives the Paladin a chance to deal additional Holy damage equal to 70% of normal weapon damage. Unleashing this Seal’s energy will judge an enemy, instantly causing 228 to 252 Holy damage, 456 to 504 if the target is stunned or incapacitated.

Now let’s put SoC on a well-geared Retribution spec Paladin with the following stats:
800-1000 damage (paper doll slot)
Weapon Speed: 3.6
350 spelldamage
30% crit

Seal of Command damage range: 560-700 (average 630)

Ah, but SoC has a 29% spell coefficient (meaning 29% of your spelldamage is applied to any SoC proc). Plugging that in, we get: 29% of 350 = ~102

Seal of Command damage range: 662-802 (average 732)

So on average, with these stats, we can expect SoC to deal 732 damage on each proc. We also know that the proc rate on SoC is 7 per minute. Let’s plot this out over the course of a minute to see how much damage we do with SoC.

SoC Damage Formula: (Average Proc) * (Procs per minute)
(732) * (7) = 5,124

SoC Critical Damage Formula: 2 * ( (SoC Damage) * (Crit Chance / 100) ) = SoC Critical Damage
2 * ( (5,124) * (.3) ) = 3,074

SoC Damage Total Formula: ( SoC Damage – (SoC Damage * Crit Chance) + SoC Crit Damage ) = Total SoC Damage
( 5,124 – (1,537) + 3,074 ) = 6,671

Keep in mind that this doesn’t take into account any other skills, talents, resists, mitigation, etc, so this should only be used for comparison purposes. Now let’s take a look at Seal of Blood, using the same stats for our Paladin.

Seal of Blood
All melee attacks deal additional Holy damage equal to 35% of normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted. Unleashing this Seal’s energy will judge an enemy, instantly causing 295 to 325 Holy damage at the cost of health equal to 33% of the damage caused.

Seal of Blood damage range: 280-350 (average 315).

From this we can see that although each SoB proc hits for less than an SoC proc (315 vs. 732), SoB procs on every swing, not just 7 times a minute. Let’s plot out the damage done over a minute as before, but using SoB this time.

SoB Damage Formula: ( Average Damage * (Total Seconds / Weapon Speed) ) = SoB Damage
( 315 * (60/3.6) ) = 5,250

SoB Critical Damage Formula: 2 * ( (SoB Damage) * (Crit Chance / 100) ) = SoB Critical Damage
2 * ( (5,250) * (.3) ) = 3,150

SoB Damage Total Formula: ( SoB Damage – (SoB Damage * Crit Chance) + SoB Crit Damage ) = Total SoB Damage
( 5,250 – (1,575) + 3,150 ) = 6,825

So where are we at? Seal of Command does 6,671 damage over a minute, compared with Seal of Blood’s 6,825. Not much of a difference, eh? Let’s see what happens if we were to Judge each Seal when it was up (and to be fair, the target will not be stunned or incapacitated) in the same 1 minute period. Both Judgments also have a 43% spell coefficient, so we will take our Paladin’s spelldamage into account.

JoC Damage Range: (228-252) + (.43(350)) = 379-403 (391 Average)
JoB Damage Range: (295-325) + (.43(350)) = 446-476 (461 Average)

Judgment Formula : (Average) * (Total Seconds / Cooldown) = Damage
JoC: (391) * (60 / 8) = 2,933
JoB: (461) * (60 / 8) = 3,458

Judgment Critical Formula: (Damage * Crit Chance) = Critical Damage
JoC: (2,933 * .3) = 880
JoB: (3,458 * .3) = 1037

Judgment Total Damage Formula (Damage + Critical Damage = Total Damage)
JoC: 2,933 + 880 = 3,813
JoB: 3,458 + 1037 = 4,495

Now let’s add the damage from the Seals and their respective Judgements together and see what we come up with:
Command: 6,671 + 3,813 = 10,484
Blood: 6,825 + 4,495 = 11,320

Seal of Blood wins by a margin of 836 damage, which works out to be around 7% more damage. src

The numbers are not that different, however…

Seal of Command scales off of spelldamage and uses spell hit to calculate its hit%. While Seal of Blood scales off of melee hit to calculate its hit%. This is huge since Blizzard is now enforcing Retribution Paladins to use AP and strength plus they are removing spelldamage from paladin ret gear. This makes SoC weaker and less effective.

So overall, Seal of Blood is the better talent and should be used to maximize your DPS output.

Ret DPS Increased in 2.4

01/02 2.4 Patch

**Items intended for Retribution Paladins have had their stats adjusted. Retribution Paladins should see an increase in dps as a result.

Interesting!

Cromfel

Here is a nice Retribution Paladin site/forum.

http://cromfel.battlefield.fi/index.php

Alot of information which is helpful for old and new retribution paladins.

-Enjoy

Continue reading ‘Cromfel’

Ret Gear Ranking

I found a website which provides Ret gear rankings.

http://www.maxdps.com/paladin/dps.php

The website dynamically updates the rankings based on your current stats. So, put in more AP and you’ll see that crit gives you more dps on next item upgrade etc.

You can also restrict the list based on a number of qualifiers like instance type, and pvp rewards etc.

Also it will calculate your best gem options per piece, taking the socket bonus into consideration.

Please be sure to provide him some feedback on the site!


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