Showing posts with label Talent. Show all posts
Showing posts with label Talent. Show all posts

Thursday, September 10, 2009

The Insidious Nature of Dual-Specs.

Am I the only one spending more time on my secondary, rather than primary spec?

Jana was, is and continues to be my main. I've gathered gear in the stated desire to Raid as Ret, but I haven't been able to Raid as often as I'd like and probably not stamped my identity as a DPSer on the Guild. But of course I still want to Raid, and acquire gear which will improve my raid performance (even though we're nothing like a front-line hardcore guild). How do you get gear outside of Raids? You guess it, Heroic and their associated Emblems. But DPS are a dime a dozen in our guild like many others, so what do I do?

Yep, I volunteer to tank.

"What could it hurt?", I rather naively said to myself. "I'm still Ret, and this Secondary PvP spec isn't exactly seeing much use." I had bought the Dual Talent ability with a spare 1k gold I had lying around but hadn't gained a huge amount of use from it. Also like many others I abstained from PvP until Druids were banned for being unkillable. Healing was out of the question, not only because I hate healing on my Paladin but also because I ritually destroy all healing gear I come across.

(by 'ritually destroy' I of course mean 'sell to the nearest Goblin'. Sure, I hate the very idea of Paladin healing, but I have to fund my desire for whelplings somehow!)

It started innocently enough - a quick Violet Hold run. No drama, no deaths, all good. Utgarde Keep was next, and predictably it was a walk-over. Heroic after Heroic followed, and pretty soon I was tanking more than I was DPSing. I even volunteered to off-tank an alt and emblem run in Naxx-10. Suggestions from well-meaning guildmates to make tanking my main spec didn't help my state of mind and annoyance. The one saving grace, and the reason why I'm not tanking in Raids that I do attend, is that tank gear requirements are relatively high and that you don't need to take 5 tanks to a 25-man.

Other Paladin guildies who run as Primary - Prot, Secondary - Holy are being pushed into the Healing role because of a relative lack of Healers on at odd times. They're treating it with good-natured joviality but I feel guilty every time I ask one of these guys to heal as I tank a Heroic.



Dual Talent Specs are a frustrating feature for hybrids. On the one hand, it gives the purchaser a huge amount of added flexibility and convenience, but on the other you can very easily be pressured into a role not to your preference. So it is with me. Be very careful when buying the ability and make sure that the secondary spec is one that you can live with, you may be using it more often than you'd like.

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.

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So, there are your options.

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.

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

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