Showing posts with label Seal of Vengeance. Show all posts
Showing posts with label Seal of Vengeance. Show all posts

Friday, July 31, 2009

Seal Switching To AoE In 3.2; Seal of Command's Limited Range.

A lot of the debate in the past week or so has centered around Seal of Vengeance's single-target damage, and rightly so. Because of the controversy another component of damage in a raid context has gone largely overlooked: AoE damage. Seal of Vengeance is obviously unsuited to applying AoE damage, and with that in mind this post looks at the other options available.

The Old - Seal of Blood.

The staple Ret Seal of 3.1, SoB's proc of 48% weapon damage on all weapon swings leads to very significant front-loaded damage in multi-target situations. Divine Storm itself is effectively a Whirlwind which proc's SoB, and Consecration is usually ticking even in single-target encounters. Aggro could sometimes be an issue, but when the risks involved in stealing aggro from the tank are minimal SoB allowed considerable burst AoE without necessarily interrupting a DPS cycle on the main target.

3.1 will probably be looked back upon as the golden age of Ret DPS... farewell Seal of Blood, you will be missed.

The New...ish - Seal of Vengeance

Seal of Vengeance largely replaces SoB in 3.2, but is only suited to single-target DPS situations due to the difficulty of stacking Holy Vengeance on secondary targets. Tab-targetting may allow you to spread the Holy Vengeance debuff around a little, perhaps to as many as 3 targets reliably under optimum conditions and with no avoided swings. Unfortunately, an encounter with up to 3 targets all in melee range that last long enough to make it worthwhile is an exceedingly rare beast. Spreading the debuff to 2 targets will be the likely limit of SoV functionality, and enough of a juggling exercise for most players.

The Alternative - Switching Your Seal

Rather than go through the rigmarole of tab-targetting there is another option: switching your Seal. Both SoCommand and SoRighteousness allow a damage proc from Divine Storm, but as a consequence lower damage will be inflicted upon the main target. Using Command or Righteousness is not something you want to be doing all the time, but when you absolutely positively have to do as much AoE damage as possible they are valid options.

SoR has a much smoother distribution of damage as proc damage doesn't vary and cannot crit. This can be of great benefit in situations where drawing aggro is a worry. On the other hand the size of the damage proc is almost always inferior to that of Command, especially when considering that Command procs may crit. If aggro isn't a problem, either because you're comfortable with the damage 4 adds beating on you may cause or very happy with your tank's ability to hold threat (yay Pally and DK Tanks!), SoC represents significantly higher multi-target DPS.

But, there's a catch with Seal of Command: You need to be in melee range, i.e. within 5 yards, for the attack hitting the target to proc it.


Seal of Righteousness -
Proc at Range

Seal of Command -
No Proc at Range


You may be thinking that this isn't a problem, but Judgment and Divine Storm have a range of 10 and 8 yards respectively and you may miss a surprising number of procing opportunities. Seal of Righteousness and Vengeance proc's don't suffer from this problem thankfully.

The maximum range of Commands proc issue may well rear its' ugly head again in any PvP discussions given the otherwise weak nature of Judgment damage.

The Cost

Mana. - Casting a Seal spell still costs 14% of base mana, and if you want to adapt to encounter phases you'll be doing it multiple times in a battle. Even the most frugal Ret Paladin will soon see this eat into their mana pool, especially in 10-man raids where mana buffs are thin on the ground. Throw a little Holy Wrath into the mix and you'll be reaching for the mana potion injector more often than House pops a Vicodin. And with less panache.

Somewhat mitigating this is the new Glyph of Seal of Command, which restores 8% of base mana on Judgement. The opportunity cost of this Glyph is high as it replaces one of your three Major's, probably GoJudgment.

Incidentally, '75% Mana Cost Reduction For All Damaging Seals' would make a great idea for a Minor Glyph.

Talent Points. - By choosing to take SoC you by necessity spend a talent point that could be spent on utility such as Vindication, which incidentally works great in AoE situations as it procs from Divine Storm. If you have taken neither Divine Sacrifice nor Imp. LoH the trade-off is trivial, but with either of these powerful cooldowns some hard decisions need to be made.

Main Target Damage - Taking either option will greatly reduce DPS on your main target, if one exists. If DPS on a single, static target is essential then Seal swapping is unnecessay - rely on your raid members with greater AoE capability to do the job and stay in the role that you do best: single target AoE.

Conclusion

Seal Switching will only be an option in a few boss fights, but could have a significant impact if certain variables are in place. Your default position on any given encounter should always be one of running Seal of Vengeance but stay mindful of these tools in your arsenal. Given that Seal of Command requires a talent point invested and has limited range Righteousness is the Seal that I would favour. Your mileage may vary.

If you're fighting trash, go crazy ;).

As a more general point, the idea of Seal switching presents a good opportunity for Blizzard to tailor Seals to different encounter types and introduce another test of skill to differentiate relatively good Ret Paladins from bad ones. That said, it requires quite a lot of development time invested into finding and balancing a niche for each of the damaging Seals. At the very least, Command and Righteousness need to be more distinct than they are.


EDITING NOTE: Seal of Corruption is the Horde version of Seal of Vengeance, and it procs the Blood Corruption debuff. In all ways the two Seals are functionally identical.

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.

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

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