Showing posts with label Ret. Show all posts
Showing posts with label Ret. Show all posts

Wednesday, September 23, 2009

3.2.2 Seal of Command Notes.

Just a few things to mention:

  • Seal of Command should now be used in favour of Seal of Righteousness in virtually every (PvE) circumstance. You should only be using SoR in AoE situations anyway, but in these circumstances SoC should now be able to pull out a meaningful DPS lead,
  • Seal of Command's cleave effect range seems to be roughly melee range, i.e. ~5 yards,
  • One target cannot be hit with multiple SoC cleave effects from the same source,
  • As indicated, Seal of Command's cleave won't work with Divine Storm or Hammer of the Righteous, but the basic SoC proc continues to work with these skills
  • Seal of Commands' Cleave will break Crowd Control,
  • The Cleave effect counts as an AoE attack, and AoE-damage reducing effects will affect this proc (e.g Factions Champions in TotC),
  • Seal of Command should henceforth be known as "Seal of Cleave"


  • ADDED:

  • SoC Cleave procs will chain to nearby attackable neutral NPC's, so be cautious


  • Taking the talent is a tough call, the trade-off largely depends on your raid make-up. If present in Moonkin heavy raids should drop points from Swift Retribution, Warrior/druid heavy ones will look to Vindication, Paladin heavy ones probably won't be picking up Imp Blessing of Wisdom. SoC's probably worth it, but will stimulate many a lively discussion.

    Have fun with it :).

    ADDED: It strikes me that I haven't really distinguished between PvP abnd PvE. Personally, I think that the relatively weak Judgement damage of SoC continues to push SoR as the superior skill. Breaking CC certainly doesn't help either.

    Tuesday, August 04, 2009

    Embracing Your Inner Gnomish Army Knife: Ret Utility Talents in 3.2.

    Imagine the scenario: 3.2 has dropped... doesn't take much imagination, does it? Your talents have reset, and you just don't know what you should be speccing into. Well, I hope to take you through a few of the available options for a 3.2 PvE talent spec.

    The Retribution Base Spec.

    Retribution has always been both blessed and cursed with a really, really simple base build. Dump all your points in the DPS increasing talents and you've got 14 talent points to play with. Well, in 3.2 you'll be down to 9:

    3.2 PTR Ret Base Spec

    All that's changed is taking 5/5 in Seals of the Pure, which increases the DoT, Proc and Judgement damage of your Seal of Vengeance/Corruption. When SoV is firing on all cylinders the talent really is a quite considerable DPS increase, and also has the happy coincidence of also improving SoR to a generally better level than SoC. Until you hear differently, always take this talent in your PvE build.

    So, there are 9 Points to spend and two major routes to go down: Holy or Prot... putting all of your 9 spare in Ret isn't really necessary. So, what should you go for?

    Variant One: Lay On Hands and Aura Mastery (13/5/52 + 1)

    Buried away there in the patch notes is the change to Improved Lay on Hands. Rather than increase Armour by 25/50% for 15secs the talent now reduces physical damage taken by 20%. This is an improvement from 3.2 for all classes with less than 16700 (~Shaman + Shield) or greater than 36600 Armour. 3.2's Imp LoH is a maximum of 1.7% effective damage reduction worse than the 3.1 incarnation (at 33k unbuffed armour). The value of this talent is therefore lower than you would like as LoH is typically for tanks, but has some breathing room for Mail and lesser wearers in PvE vs adds.

    Aura Mastery hasn't had much impact in the PvE landscape, but the resistance to spell pushback and uninterruptability has been a lifesaver in many an Ulduar hard-mode. The temp boost to Resistance Auras isn't nearly as useful as I'd hoped it would be, but overall it's well worth grabbing if you traverse down the tree that far.

    This build would leave 1 spare point to place into any talent of your choice which strikes me as a very expensive investment, mainly because the 5 of the 8 points are pretty much worthless. The build is somewhat less than ideal considering that most of the remaining utility talents in range are 2pt talents.

    Variant Two: Divine Sacrifice (5/11/52 + 3)

    In the past I've been grossly unfair to this skill. My initial criticism still stands: an AoE damage redirection skill is too dangerous with the amount of damage thrown out in many encounters, and in other encounters the damage redirected would be too trivial to matter. However, I've moderated my opinion slightly in one particular set of circumstances: when the talent is used in conjunction with Divine Shield.

    One of the quirks of damage redirection such as DiSac and HoSac is that they do not bypass the immunity provided by Divine Shield. Hence, if you DiSac just after DS damage is still redirected but not inflicted; there is no risk of insta-gibbing.

    In 3.1, Divine Sacrifice whilst under the effects of Divine Shield was pretty much uncapped, leading to the term 'Raid-wall' being coined to describe DS's 30% raid-wide damage reduction for 10 seconds at the cost of 2 GCD's and a 5 min cooldown. Theorycrafters don't have a solid understanding of why this happens; it has been by turns ascribed to server timing issues, bizarre interaction with immunities or the buff continuing to redirect damage from all raid members until one has redirected an amount totaling 150% of the Paladins health, at which time the effect fades from all raid members. That it's buggy is the only firm conclusions which can be made

    Unfortunately, this talent continues to be buggy and opportunities to test it have been few and far between. The best intelligence so far is that it's even more buggy, and may last the full 10 seconds or may break early. If the skill hasn't been changed then it is far and away the best raid-wide mitigation talent in the game, but if the damage redirected is properly capped even under the effects of DS its' value is significantly diminished. I'll repost on Divine Sacrifice as/when I know more, but given how good it's been in 3.1 it seems churlish not to give it a go in 3.2.

    Update: Barrelroll in comments states that it is fully capped at 150% of the Paladin's Health, meaning that its been nerfed hard and probably isn't raid viable. Better to use DS and HoSanc as a single-target shield wall when absolutely necessary and spend the points elsewhere.

    Taking DSac leaves 3 talent points spare, 4 if you only take 1pt in Pursuit of Justice (not recommended!).

    Variant 3: Other Utility

    Divine Guardian, a great talent investment and mainstay of 3.1, is no longer reachable in PvE builds. The improvement to Flash of Light and higher Ret GCD use makes this a double-blow. On the other hand Vindication is now a viable PvE talent, so at least there's still something to invest in.

    Depending on the build you choose somewhere between nine and one talent points are left over, and your options are a little sparse between.

    Improved Blessing of Might - +62.5AP per point, max 2 points.
    Vindication - -287AP per point, max 2 points. Now works on Boss Mobs.
    Divinity - Increase healing done to you by 5% and healing you do by 5%.
    Guardian's Favor - Reduces HoF and HoP cooldowns by 8 and 120 seconds respectively.
    Divine Purpose - HoF generates a stun break.

    Vindication should probably be your first investment choice for your remaining talent points. It doesn't stack with Demoralizing Roar/Shout, but its' effect is as strong as the fully improved version of these two abilities. As it procs from Divine Storm the -AP proc can be distributed amongst multiple enemies in situations where more than one target is in melee range. It also doesn't require a GCD to refresh, and that's quite important for Ret's GCD-heavy rotation. Protections Paladins will probably take this ability, so consider it if you are rolling with Druid, Warrior or Deathknight tanks.

    Imp. BoM is Imp. BoM, the spell hasn't changed and still rocks your raid. Holy Paladins seeking the improved mana efficiencies of a Ret build will probably pick it up though, and even a Tankadin may well have at least 1 point in it. This should be second place in priority after Vindication.

    Divinity isn't as strong in 3.2 with the nerf to JoLight's healing power. It makes reasonably useful filler for getting down to Divine Sacrifice or for left-over points, but otherwise it's not really powerful enough to warrant the points.

    Divine Purpose and Guardian's Favour are both exceptionally dependent on the encounter mechanic. At times they may be extremely useful, in other circumstances the abilities that they affect may not even be hotkeyed. Shouldn't normally be a part of your PvE build.

    Paladins interested purely in doing DPS should have rolled a rogue and happy to pass up raid mitigation talents in Prot and Holy could choose the following build (or some variant): I'm a Fighter, Not a Lover build.

    --

    So, there are your options.

    Monday, July 27, 2009

    Paper Over the Cracks: Glyph Choices for Ret In 3.2.

    With 3.2 due out in early August and some stability in class mechanics over the last few builds it's time to start nailing down the impact of 3.2 on gear and playstyle. This is the second part of a 3.2 Retribution Paladin Primer.

    Major Glyph Mainstays - The New Seal of Vengeance Glyph

    Things have changed in 3.2: no more Seal of Blood. Nope, you don't have it any more, no use crying over it. But wait, all is not lost. The replacement is much better and it's called Seal of Vengeance - a direct damage proc and awesome DoT? Yes please!

    We're here to discuss Glyphs though, not Seals, and the new SoV gives you one extra option, the imaginatively titled 'Glyph of Seal of Vengeance'. But what's lacking in naming pizazz misses little in power as it still gives you a whole 10 Expertise. Not 10 Rating, 10 Expertise. That's -2.5% chance for the boss to dodge or parry your attacks.



    But lets not get carried away. For one Expertise is a capped stat, any more than 26 (214 rating) is totally wasted and so the effectiveness the Glyph is directly limited by your gear, perversely having the potential to get worse as your gear improves. For another, there are also three other totally serviceable glyphs on offer which provide a meaningful DPS boost. A quick reminder:

  • Glyph of Judgement - The workhorse of any Ret Glyph selection, it generates 10% more Judgement damage.

  • Glyph of Consecration - CD Conflict Resolution and greater Mana Efficiency, there's nothing not to like about this Glyph. Except the name, it really should be called 'Glyph of Double D', a truer reflection of how awesome it is.

  • Glyph of Exorcism - 20% more damage on your Exorcism... Good, but is it good enough?


  • It turns out that Exorcism's Glyph is kinda like your Prom Date: not your first choice, nor your second, but just attractive enough if you squint at them in a crosswind. And unfortunately, like all horse-faced rejects of the goblin race they've been upstaged by the new girl on the block.

    The SoV Glyph isn't quite as good as Judgement or Consecration from a DPS POV, but works well enough all the same and is better than Exorcism's. However best in slot gear may cap Expertise, in which case it's time to turn back to old cross-eyed Mary and be thankful that she's not as picky as you.

    For reference, the 131.16 Expertise Rating is the cap for Ret when Glyph of SoV being used.

    The Wildcard - Holy Wrath

    Good-bye GoSoB, hello Glyph of Holy Wrath. This new addition in 3.2 reduces Holy Wrath's cooldown from 30 seconds to 15 seconds. That's a 15 sec cooldown 10 yrd AoE with 3 sec stun, but only usable against Demons and Undead, which at 20% base mana goes through your mana pool faster than I scoff a packet of Jaffa Cakes. It's hard to imagine an encounter where this would be useful (*cough*Crusader's Coliseum*cough*) but even in optimal conditions the trade-off is high. When your Raid Leader suggests it, which they will, sic your Mechanical Yeti on 'em.

    Mechanic Yeti - Strong Against Raid Leaders


    Minor Glyphs

    Nothing has changed in this score. Nothing. You'll still be using exactly the same ones you've used in the past 6 months of the game. That means Glyph of Sense Undead, Glyph of Lay on Hands, and Glyph of It Doesn't Really Matter, Probably BoMight, The Minor Glyph Concept Sucks Anyway.

    So there you have it, distilled down into simplest terms:

    PvE Major Glyphs:
    1) Consecration
    2) Judgement
    3)i) Seal of Vengeance until near Expertise Cap, then
    ii) Exorcism

    Minor Gyphs:
    1) Sense Undead
    2) Lay On Hands
    3) Might


    PvP will of course always be a more idiosyncratic choice tuned to your play style. Glyphs of Salvation and HoJ enter the equation, but I pretty much suck at PvP so make up your own mind. ;)

    ----

    Baring any unforseen changes, equipement will be the topic of the next part of this 3.2 Ret Primer. I'm now off to enjoy a jaffa cake. Or 20.

    Saturday, July 25, 2009

    PTR Update: SoV Functionality Change.


    You knew that just as soon as I scheduled the previous post something significant was going to change. Well, the penny has dropped and SoV has been hit hard in the latest build.

    Previously, both the Holy Vengeance DoT and 33% direct damage proc would trigger from Crusader Strike, Divine Storm and Judgement. Now, none of these abilities interact with SoV in any way. On the flip side, Hammer of Righteousness does seem to interact in a normal way.

    This may be an attempt by Blizzard to equalise the DPS output of SoC and SoV, especially in PvP. It may also be an indication that they want to make stacking SoV's DoT a tougher proposition, and hence slow down the pace of SoV-damage in PvP. In that case CS et al not procing the direct damage may be an unintended side-affect.

    Hopefully we'll know more next week, fingers crossed that this is just a bug.

    Friday, July 24, 2009

    The More Things Stay The Same - Ret Changes For 3.2 Distilled

    With 3.2 due out in early August and some stability in class mechanics over the last few builds it's time to start nailing down the impact of 3.2 on gear and playstyle. This is the first part of a 3.2 Retribution Paladin Primer.

    Ah, so much to say, so much room to say it in. 3.2 is close at hand and we all need to get a grip on the latest class alterations in the new patch. Having had a few weeks to ruminate and cogitate on the ins and outs of 3.2 here is my take on Talents, Seals and Retributions' DPS Rotation, such as it is.

    1. Base PvE Talent Build

    It would be easy to drone on and on and on about the talents to take, but come on guys this isn't rocket science. There's still only 59 talents which increase your DPS, and taking all the essentials (including JotW) only requires an investment of 62.

    Baring a few points shaved here and there this is the cookie cutter talent build most Ret Paladins will be working from in 3.2:

    5/5/52 + 9


    The only change from the 3.1 cookie cutter build is 5 points spent in Seals of the Pure. Currently, SotP accounts for a little more than 5% increase in DPS as it increases the damage of the DoT, Judgement and Seal Proc of SoV by the listed 15%. Where you place those final 9 points will largely be up to you and your raid composition. Divine Sacrifice is the strongest of all available talents because of the raid-wide mitigation it allows when activated in conjunction with Divine Shield. Other talent choices will largely depend on your raid line-up, with Imp. BoM and Vindication registering as the strongest contenders. I'll be taking a more detailed look at these utility talents in a later post.

    2. Seals

    Seal of Vengeance/Corruption will be the Seal of choice in the vast, vast majority of cases. The DPS output of this Seal is significantly higher than any alternative, and four seconds to accumulate the 5-high stack requirement for its' direct damage proc isn't a hardship.

    The jury is currently out on which of the other two Seals represent the best DPS in the blessedly rarely situations where SoV isn't optimal. Command has a much stronger melee proc whilst Righteousness deals painfully more damage on Judgement. Against AoE Instance Trash Command just about has an edge because of procs from Divine Storm, but otherwise Righteousness /w 5/5 SotP is so close to the damage output of Command that the additional talent point spent becomes somewhat unnecessary. If you're pressured into raid-utility talents ditching Command may be necessary, even if you have to hold your nose and sometimes run with Righteousness.

    PTR testing currently puts SoV DPS output at ~25% of total, which may well be looked at closely as finer balancing takes place towards the end of the testing cycle. JoV also hits very, very hard (pre-nerf JoB hard) with AP trinket/libram procs and 5-stack Holy Vengeance, and that may well be dialed down because of PvP and the fact that JoV also procs the Seal.

    3. FCFS Priority Rotation, or 'Hulk Mash Buttons!'

    You'd be forgiven for assuming that Crusader Strike cooldown reduction and the 'Art of Exorcism' effect had changed our FCFS priority system for DPS. In reality it simply constitutes an increase of 1 GCD spent per 12 seconds and therefore a bit more key pounding but not much more thought required. DPS is generally higher than the 3.1 baseline, but making use of utility skills such as Sacred Shield come at a commensurate DPS loss.

    More GCD's used means that the conflict resolution priority each skill has is more important than in earlier patch cycles. A skills position of priority within the sequence isn't down to a simple analysis of damage per cast or stand-alone DPS, a more rigorous methodology to assess the relative DPS cost of using one ability in preference to another is required.

    If I prioritise Divine Storm over Judgement once every 40 seconds Divine Storm has an effective cooldown of 10 secs and Judgement 8.3 seconds. If I prioritise Judgement over Divine Storm once every 40 seconds Divine Storm has an effective cooldown of 10.375 secs and Judgement 8 seconds. If Judgement does J damage per cast and DS D damge per cast, which is greater: (J/8.3) + (D/10) or (J/8) + (D/10.375).

    Of course, there are a number of potential permutations to go through with the possibility that each priority can affect another skills position in the priority listing. With that said, the following is a good rule of thumb:

    Hammer of Wrath > Crusader Strike > Judgement > Divine Storm > Consecration > Exorcism

    which of course is conditional on mob health and mobility. You'll crit often enough for Exorcism to always be instant cast unless you have a really terrible crit rate, so nothing has changed on that regard.

    ---

    Glyphs will be the next topic in this 3.2 Ret Primer.

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