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Serious Disscussion on Paladin Tanking.

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(@xaldron)
Posts: 52
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Source?
JoWisdom is triggering from any melee hit and any spell hit from the whole raid, so not triggering from seal hits sounds like a bug. But you're the first person who says that it doesn't trigger from it. AFAIK Theloras and other spelladins tested SoR a lot, and I believe the only thing that wasn't triggering from SoR was Shadow Oil.

https://paladin-guide.blogspot.com/2005/12/judgements.html

SATURDAY, DECEMBER 17, 2005

Evidence that SoR suppose to proc Judges

This is not proof. The post you link is from 2005, which is before the Paladin overhaul in patch 1.9 that dramatically changed the behaviour of almost every Paladin mechanic. SoR included. There's also no actual proof on this thread other than the poster stating it works. No ingame screenshot or anything of the sort.
It's perfectly possible the Seals ability to proc JoW was removed entirely in patch 1.9 and without some actual evidence from post 1.9 we will never know.

There's a certain irony here. You expect an absurd standard of evidence for anything regarding Warrior, but you are willing to consider any random forum thread evidence in favor of Paladins. You dont get to do that. If you wont adhere to your own standard of evidence, then I will simply dismiss your claims outright.

Anyway. I launched the repack and attempted to test mana longevity with a Paladin wearing full endgame best in slot as the mana argument keeps getting brought up over and over.

I attempted to simulate a raid scenario as closely as I could, using every standard raid buff that increase either mana regen, or the total Mana pool of the Paladin. I simulated Blessing of Kings with Elune's Blessing (10% stats) and gave myself Blessing of Wisdom.
To simulate SoR not proccing JoW, I auto attacked without a Seal, and recast Seal of Wisdom and judged it on cooldown as the mana cost is the same on both SoR and SoW.

By using both Major Mana and Demonic Rune, I lasted exactly 1min 20 seconds before I was completely out of mana. The majority of bosses outside of MC will last a lot longer than this. By dropping Consecration entirely from the rotation I made mana last up to a full 4 minutes. But this also means a dramatic drop in TPS.

Tests were also done with a 1.5 speed Flurry Axe, which produce relatively poor threat for higher mana regen.

https://www.youtube.com/watch?v=BLd0hMn0lvM

As we can see, Paladins will truly struggle to maintain a high threat rotation This problem will be even worse once you start to include Exorcism into your rotation. The core problem like I explained before is that all thread generating abilities are tied to 8-10 second cooldowns. Your threat simply does not scale with gear the same way a Warrior does, as no level of gear will let you use your abilities more frequently where a Warrior get to do that by simply wearing more DPS gear to deal more damage, take more damage and generate more rage.

*applause*

May I add;
1) The usage of BoW makes the paladin unable to use BoS.
2) The usage of seal- and judgement of wisdom makes the paladin unable to use Seal- and judgement of Righteousness.

Both limiting the paladin's all ready limitid TPS to a minimum. Unless of course, like in Killerduki's "evidence", you wear full AQ40 + thunderfury gear in MC. *sigh*

 
Posted : 08/07/2019 8:20 am
(@killerduki)
Posts: 159
Estimable Member
 

Btw, a 100% heal wont help you live through Maexxna web wrap making the final web wrap entirely RNG compared to simply using Shield Wall and running no risk of the tank dying. Chromaggus getting frenzied while the Hunter is stunned from bronze affilction is also a really good time for Shield Wall, or multiple other scenarios where incoming damage is temporarily high or the healers are not able to heal for whatever reason such as being out of range on Ouro, or someone dying at a bad time or during enrage of Huhuran. Shield Wall is simply much much better than anything a Paladin can bring as it can almost entirely negate something going wrong by providing plenty time for the raid to recover. Lay on Hands will heal you up once, then you keep taking full damage.

That's why Improved Lay on Hand is better option than Shield Wall , while Improved Lay on Hand for those fights is extremely efficient and last 2 minutes , Shield Wall last few seconds wont guarantee the Bosses are dying for the duration , especially in most of the fights you mention.

(Not talking about already cleared Raid running around with T3 Gear and killing Bosses in few seconds where in such Gear quality you don't really need Def CD's to survive)

Example is Chromaggus , not often people killing it fast enough during Progression time , so Warrior Tank have big chance to loose Shield Wall and die there .

Maexxna during Enrage will ALWAYS Web Wrap , after and before Web Wrap Warrior is often without Shield Wall causing Stress and risk of dying, Paladin in this Scenario will have Improved LoH for the last 2 Minutes and handle this action extremely easy!

Ouro is even better for Paladin , especially Imp LoH that last for 2 minutes unlike few seconds of Shield Wall that have big chance to go away , not only that , you wont have enough Paladin Healers to handle ALL Tanks there with Imp LoH , so Prot Paladin speccing into Imp LoH is again extremely efficient!

Huhuran is different story , but using Tank Rotation and Tank Swapping , Remove ALL Debuffs before Enrage using Bubble and instant /macro Remove , is going to cause this Boss do extremely low dmg, especially if you use Nature Resistance Gear, the Boss is piss easy so needing for Def CD is extremely low in that scenario.
Warrior in that case don't have the pleasure of using Bubble to remove the Debuffs by Huhuran , so if Boss isn't killed during Shield Wall = Raid Wipe.

 
Posted : 08/07/2019 8:22 am
(@linguine)
Posts: 271
Reputable Member
 

That's why Improved Lay on Hand is better option than Shield Wall , while Improved Lay on Hand for those fights is extremely efficient and last 2 minutes , Shield Wall last few seconds wont guarantee the Bosses are dying for the duration , especially in most of the fights you mention.

Just have the Holy Paladin cast Imp. Lay on Hands before the fight and drink up again. Boom. Warrior also has 30% more armor.
you wont have enough Paladin Healers to handle ALL Tanks there with Imp LoH , so Prot Paladin speccing into Imp LoH is again extremely efficient!

Literally all you need to do is bring one more Holy Paladin to negate needing a Prot Pally's LoH. Either way, you're bringing a Paladin.

 
Posted : 08/07/2019 8:27 am
(@holyfrog)
Posts: 116
Estimable Member
 

I'm not even going to bother with this. If you cannot see why having the entire tank group get knocked away on Ragnaros, or having the Paladin get blown up 15 seconds into the Vael fight is bad then me explaining it is not going to change your view here. My point was that using a Paladin tank bring additional RNG into the raid that you would not have had to deal with using another tank class.

And your Ignorance that Hamer of Ragnaros have 75% chance to get resisted by Fire Resistance ?!

I am not though. Warriors have 0% chance to get hit by Hammer of Ragnaros. Paladins can get hit, but then have a 75% chance to resist.
Warriors are objectively better for this fight as they entirely remove the RNG element of the knockback.

or having the Paladin get blown up 15 seconds into the Vael fight is bad then me explaining it is not going to change your view here.

You again Ignore the Part that Vaelstrasz is anyway going to use Blazing on the Main Tank regardless if it's Warrior or Paladin!

https://wowwiki.fandom.com/wiki/Vaelastrasz?oldid=347980
Revision as of 01:35, November 30, 2006

Burning Adrenaline

Vael only casts Burning Adrenaline in two scenarios: He will cast it on random mana users thruought the fight and he will cast it on the current tank every 45 seconds. 1 tank killed every 45 seconds for 3 minutes --> 3 / 0.75 = 4 tanks. When the MT is afflicted, healers must be ready to transition to the next tank while keeping the old one up at the same time untill the debuff kills him.

Yes, the tank will always get Burning Adrenaline 45 seconds into the fight. This means with a Warrior or Druid tank you know exactly when the transition is going to happen. A Paladin might get Burning Adrenaline at any random time as they have a Mana bar.

Again, Paladins are objectively worse than Warriors for this fight. Their threat also does not scale with infinite mana the same way a Warrior or Druid scale with infinite rage as well as introducing additional RNG into the fight.

You are being incredibly dishonest if you are going to sit and pretend these are not real concerns.

 
Posted : 08/07/2019 8:28 am
(@holyfrog)
Posts: 116
Estimable Member
 

That's why Improved Lay on Hand is better option than Shield Wall , while Improved Lay on Hand for those fights is extremely efficient and last 2 minutes , Shield Wall last few seconds wont guarantee the Bosses are dying for the duration , especially in most of the fights you mention.

A Warrior can also get Lay on Hands. You actually never want to cast this as a Paladin tank even if you have the talent, as it drains all your mana and leaves you to produce zero threat. Having Imp Lay on Hands as a Paladin tank also mean you give up 2% Parry, which would increase both your mitigation and threat (due to Parry haste)
Example is Chromaggus , not often people killing it fast enough during Progression time , so Warrior Tank have big chance to loose Shield Wall and die there .

Maexxna during Enrage will ALWAYS Web Wrap , after and before Web Wrap Warrior is often without Shield Wall causing Stress and risk of dying, Paladin in this Scenario will have Improved LoH for the last 2 Minutes and handle this action extremely easy!

Can you please stop using these nonsensical absurd troll arguments?

Having Shield Wall AND Lay on Hands is objectively better than only having Lay on Hands.

 
Posted : 08/07/2019 8:37 am
 Tec
(@tec)
Posts: 204
Estimable Member
 

I’m learning more about paladins from this thread alone than years of retail.

Quite fascinating stuff if you remove some of the weird parts of the thread. :biggrin:

 
Posted : 08/07/2019 8:48 am
(@killerduki)
Posts: 159
Estimable Member
 

Source?
JoWisdom is triggering from any melee hit and any spell hit from the whole raid, so not triggering from seal hits sounds like a bug. But you're the first person who says that it doesn't trigger from it. AFAIK Theloras and other spelladins tested SoR a lot, and I believe the only thing that wasn't triggering from SoR was Shadow Oil.

https://paladin-guide.blogspot.com/2005/12/judgements.html

SATURDAY, DECEMBER 17, 2005

Evidence that SoR suppose to proc Judges

This is not proof. The post you link is from 2005, which is before the Paladin overhaul in patch 1.9 that dramatically changed the behaviour of almost every Paladin mechanic. SoR included. There's also no actual proof on this thread other than the poster stating it works. No ingame screenshot or anything of the sort.
It's perfectly possible the Seals ability to proc JoW was removed entirely in patch 1.9 and without some actual evidence from post 1.9 we will never know.

There's a certain irony here. You expect an absurd standard of evidence for anything regarding Warrior, but you are willing to consider any random forum thread evidence in favor of Paladins. You dont get to do that. If you wont adhere to your own standard of evidence, then I will simply dismiss your claims outright.

Anyway. I launched the repack and attempted to test mana longevity with a Paladin wearing full endgame best in slot as the mana argument keeps getting brought up over and over.

I attempted to simulate a raid scenario as closely as I could, using every standard raid buff that increase either mana regen, or the total Mana pool of the Paladin. I simulated Blessing of Kings with Elune's Blessing (10% stats) and gave myself Blessing of Wisdom.
To simulate SoR not proccing JoW, I auto attacked without a Seal, and recast Seal of Wisdom and judged it on cooldown as the mana cost is the same on both SoR and SoW.

By using both Major Mana and Demonic Rune, I lasted exactly 1min 20 seconds before I was completely out of mana. The majority of bosses outside of MC will last a lot longer than this. By dropping Consecration entirely from the rotation I made mana last up to a full 4 minutes. But this also means a dramatic drop in TPS.

Tests were also done with a 1.5 speed Flurry Axe, which produce relatively poor threat for higher mana regen.

https://www.youtube.com/watch?v=BLd0hMn0lvM

As we can see, Paladins will truly struggle to maintain a high threat rotation This problem will be even worse once you start to include Exorcism into your rotation. The core problem like I explained before is that all thread generating abilities are tied to 8-10 second cooldowns. Your threat simply does not scale with gear the same way a Warrior does, as no level of gear will let you use your abilities more frequently where a Warrior get to do that by simply wearing more DPS gear to deal more damage, take more damage and generate more rage.

Why the hell am i going to spam Consecration which bad threat against Single Target?! ...

Not only that , Pots/Runes/Innervates/Power Infusions yada yada yada ... Ignorance is Bliss.

 
Posted : 08/07/2019 10:18 am
(@killerduki)
Posts: 159
Estimable Member
 

As for the sunken temple video. The target is 1 level higher, and the Paladins does a total of SIX swings. This doesnt prove anything. With only 1 level difference and a total of 6 attacks, the probability of seeing a partial resist would be extremely low. Your post too honestly too long to address, but this is exactly what I was trying to say with my previous post. You simply have no understanding of how evidence works, so debating with you is entirely pointless.

Sure : https://www.youtube.com/watch?v=84OwHLAuQzc

Raids = no Partial Resist , Scholomance = no Partial Resist.

Even tho it's hard to see, using slow mode 0.25 from the HTML by Youtube , you can see every bit of the Video!

Even 1 lvl higher apply to the rule of = Partial Resist!

Even with 6 swings and 1 lvl higher , same rule <24 Resistance apply = which mean you will ANYWAY Resist!

Beta doesn't mean it can't be bugged, but since all sources says and proves it should never resist then 0 resistance suppose to be!

Thank you for the video. The part with the core hounds seem to suggest Holy Damage can partially resist. I see a lot of 51-52 damage which I assume is the full damage of Consecration. Additionally there's some numbers showing 35 which would be Blessing of Sanctuary, 135 which would be Holy Shield.

But, in addition here there's some numbers in the range of 46 damage, which is 90% of 51 damage. This is directly in line with what you would expect to see from a Consecration partially resisting.
There's also some damage numbers which display 39 damage. This is 75% of 52 damage. Again in line with what we would expect from partial resists.

I am open to alternative explanations as to what these numbers could be. They are not from SoR, because SoR only ever has a damage difference of 1 between the highest and lowest attack. Unless ofcourse it is SoR, but it's getting partial resists.

Consecration work the same even against PVP and even in Low lvl targets , It work same as SoR (1 dmg up/down) each swing/tick..

That is NOT Partial Resist, it is how such Ability behave ! Has nothing with Partial resists at all!

 
Posted : 08/07/2019 10:22 am
(@killerduki)
Posts: 159
Estimable Member
 

As for the sunken temple video. The target is 1 level higher, and the Paladins does a total of SIX swings. This doesnt prove anything. With only 1 level difference and a total of 6 attacks, the probability of seeing a partial resist would be extremely low. Your post too honestly too long to address, but this is exactly what I was trying to say with my previous post. You simply have no understanding of how evidence works, so debating with you is entirely pointless.

Sure : https://www.youtube.com/watch?v=84OwHLAuQzc

Raids = no Partial Resist , Scholomance = no Partial Resist.

Even tho it's hard to see, using slow mode 0.25 from the HTML by Youtube , you can see every bit of the Video!

Even 1 lvl higher apply to the rule of = Partial Resist!

Even with 6 swings and 1 lvl higher , same rule <24 Resistance apply = which mean you will ANYWAY Resist!

Beta doesn't mean it can't be bugged, but since all sources says and proves it should never resist then 0 resistance suppose to be!

Thank you for the video. The part with the core hounds seem to suggest Holy Damage can partially resist. I see a lot of 51-52 damage which I assume is the full damage of Consecration. Additionally there's some numbers showing 35 which would be Blessing of Sanctuary, 135 which would be Holy Shield.

But, in addition here there's some numbers in the range of 46 damage, which is 90% of 51 damage. This is directly in line with what you would expect to see from a Consecration partially resisting.
There's also some damage numbers which display 39 damage. This is 75% of 52 damage. Again in line with what we would expect from partial resists.

I am open to alternative explanations as to what these numbers could be. They are not from SoR, because SoR only ever has a damage difference of 1 between the highest and lowest attack. Unless ofcourse it is SoR, but it's getting partial resists.

But, in addition here there's some numbers in the range of 46 damage, which is 90% of 51 damage. This is directly in line with what you would expect to see from a Consecration partially resisting.

46 Damage is from Seal of Righteousness , while 51-52 is from Consecration.

You can very easy see his SoR Active or you tend to ignore it?!

https://classicdb.ch/?spell=20293

Fills the Paladin with holy spirit for 30 sec, granting each melee attack an additional 20.528735632184 to 71.44 Holy damage. Slower weapons cause more Holy damage per swing. Only one Seal can be active on the Paladin at any one time.

Depend on Weapon Speed , SP etc etc.

The 46 Number you see it due to "Ignite Icon Buff" he have on him , once that Buff was gone , his dmg went down to 39 , which mean he has something that increased his SoR DMG!

Just look careful at it = 1st screenshot is with Ignite buff (how i call that icon since i don't know what is) , 2nd screenshot is without ignite buff.

 
Posted : 08/07/2019 10:28 am
(@killerduki)
Posts: 159
Estimable Member
 

I'm not even going to bother with this. If you cannot see why having the entire tank group get knocked away on Ragnaros, or having the Paladin get blown up 15 seconds into the Vael fight is bad then me explaining it is not going to change your view here. My point was that using a Paladin tank bring additional RNG into the raid that you would not have had to deal with using another tank class.

And your Ignorance that Hamer of Ragnaros have 75% chance to get resisted by Fire Resistance ?!

I am not though. Warriors have 0% chance to get hit by Hammer of Ragnaros. Paladins can get hit, but then have a 75% chance to resist.
Warriors are objectively better for this fight as they entirely remove the RNG element of the knockback.

or having the Paladin get blown up 15 seconds into the Vael fight is bad then me explaining it is not going to change your view here.

You again Ignore the Part that Vaelstrasz is anyway going to use Blazing on the Main Tank regardless if it's Warrior or Paladin!

https://wowwiki.fandom.com/wiki/Vaelastrasz?oldid=347980
Revision as of 01:35, November 30, 2006

Burning Adrenaline

Vael only casts Burning Adrenaline in two scenarios: He will cast it on random mana users thruought the fight and he will cast it on the current tank every 45 seconds. 1 tank killed every 45 seconds for 3 minutes --> 3 / 0.75 = 4 tanks. When the MT is afflicted, healers must be ready to transition to the next tank while keeping the old one up at the same time untill the debuff kills him.

Yes, the tank will always get Burning Adrenaline 45 seconds into the fight. This means with a Warrior or Druid tank you know exactly when the transition is going to happen. A Paladin might get Burning Adrenaline at any random time as they have a Mana bar.

Again, Paladins are objectively worse than Warriors for this fight. Their threat also does not scale with infinite mana the same way a Warrior or Druid scale with infinite rage as well as introducing additional RNG into the fight.

You are being incredibly dishonest if you are going to sit and pretend these are not real concerns.

I am not though. Warriors have 0% chance to get hit by Hammer of Ragnaros. Paladins can get hit, but then have a 75% chance to resist.
Warriors are objectively better for this fight as they entirely remove the RNG element of the knockback.

What the hell are you talking about ....
Do you even have any clue how this shit work or you just talk out of your ass!?

Let me educate YOU!

https://wowwiki.fandom.com/wiki/Ragnaros?oldid=347727
Revision as of 21:30, November 29, 2006

Hammer of Ragnaros - Ranged Knockback and Damage
20–30s cooldown. "By fire be purged!" This attack targets a random player and knocks back all players (excluding the target) within ~20 yards. They are knocked back from the impact point which is at the foot of the target.

And who are "THEM" standing next to tank?! Nobody !

/revision/latest?cb=20060918190951
Again, Paladins are objectively worse than Warriors for this fight. Their threat also does not scale with infinite mana the same way a Warrior or Druid scale with infinite rage as well as introducing additional RNG into the fight.

ROFL , Paladins having Infinite Mana not only would bring Paladin Tank to Spam ALL Abilities on CD, will also include Hamers on CD spamming etc and bringing 0 problems to the "Consumes using" , Especially if you do use the Tier 2 set to increase the threat , hence Tier 2 Set do offer Fire Resistance to make this fight easier and that Vael itself doesn't do some problem with Physical dmg but with Fire Dmg.

 
Posted : 08/07/2019 10:59 am
(@killerduki)
Posts: 159
Estimable Member
 

That's why Improved Lay on Hand is better option than Shield Wall , while Improved Lay on Hand for those fights is extremely efficient and last 2 minutes , Shield Wall last few seconds wont guarantee the Bosses are dying for the duration , especially in most of the fights you mention.

A Warrior can also get Lay on Hands. You actually never want to cast this as a Paladin tank even if you have the talent, as it drains all your mana and leaves you to produce zero threat. Having Imp Lay on Hands as a Paladin tank also mean you give up 2% Parry, which would increase both your mitigation and threat (due to Parry haste)
Example is Chromaggus , not often people killing it fast enough during Progression time , so Warrior Tank have big chance to loose Shield Wall and die there .

Maexxna during Enrage will ALWAYS Web Wrap , after and before Web Wrap Warrior is often without Shield Wall causing Stress and risk of dying, Paladin in this Scenario will have Improved LoH for the last 2 Minutes and handle this action extremely easy!

Can you please stop using these nonsensical absurd troll arguments?

Having Shield Wall AND Lay on Hands is objectively better than only having Lay on Hands.

Can you please stop using these nonsensical absurd troll arguments?

Having Shield Wall AND Lay on Hands is objectively better than only having Lay on Hands.

Sure Shield Wall+LoH will be better, but only for few seconds , meanwhile :

Having 4 Warrior Tanks and only 1 who can do Shield Wall (chromaggus is taunt immune) while other 3 "Selfish" Shield Wall Tanks aren't providing nothing there, Using 3 Paladin Tanks with Imp LoH and 1 Warrior Tank is more beneficial by far, since you get extra (Non selfish) 6 Minutes extremely good o shit Buff! Which mean Boss is going to be killed with Tank receiving extremely low dmg for the whole duration , making it easier for everyone!

Or in other scenario 3 Holy Paladins in group and 4 Warrior Tanks = 6 minutes Imp LoH with few seconds Shield Wall only, while 3 Holy paladins 1 MT Paladin and 3 Warr Tanks = 8 minutes Imp LoH without having a need for Shield Wall at all!

 
Posted : 08/07/2019 11:07 am
(@holyfrog)
Posts: 116
Estimable Member
 

46 Damage is from Seal of Righteousness , while 51-52 is from Consecration.

You can very easy see his SoR Active or you tend to ignore it?!

The base damage of SoR at 60 is 18.675 multiplied by weapon speed, multiplied by 0.85 for onehand and 1.2 for 2h.

Because Invisusira is using a 2.0 speed Quel'Serrar, the base damage would be (18.675 * 2) * 0.85 = 31.7 damage. This gets further increased by onehanded specialization and improved Seal of Righteousness for a total of 39-40 damage per hit.

By looking at the damage dealt by Consecration and Holy Shield we can further calculate that Invisusira is using roughly 80-90 Spellpower on gear which directly translates into a 8-9 damage increase on SoR for a total damage of 48.

If we assume the number 46 is Seal of Righteousness, that would mean Invisusira does not have One-Handed Weapon Specialization. With only Improved Seal of Righteousness we would expect to see 45.51 damage which gets rounded up to 46.

So yes, you are actually correct. This number can be explained by Seal of Righteousness. However, the other number, 39. Cannot be explained by Seal of Righteousness.
Just look careful at it = 1st screenshot is with Ignite buff (how i call that icon since i don't know what is) , 2nd screenshot is without ignite buff.

This so called "Ignite" buff is Sanctuary, from Quel'Serrar. The proc provides you with 300 armor and some defense. It has no impact on the damage you deal. You simply cannot explain both these numbers with SoR damage alone. This leads me to believe partial resist is very much a thing.

 
Posted : 08/07/2019 11:18 am
(@holyfrog)
Posts: 116
Estimable Member
 

Hammer of Ragnaros - Ranged Knockback and Damage
20–30s cooldown. "By fire be purged!" This attack targets a random player and knocks back all players (excluding the target) within ~20 yards. They are knocked back from the impact point which is at the foot of the target.

And who are "THEM" standing next to tank?! Nobody !

Offtanks.

You want 2, preferrably 3 tanks for Ragnaros. Healers need to be in range, which means the area these offtanks stand on will be very small. Because its not possible to guarantee you do not resist the melee range knockback, there will be times when you as a Paladin tank gets knocked back, and you need to run back into range with the boss.

During this run-in it's unavoidable that you need to run past the healers, and past the other two tanks. If you were to get a Hammer of Ragnaros right as this occured, and you happen to not resist said Hammer of Ragnaros you will end up knocking back half the tank healers, or worse, both other offtanks, leaving your raid with only one tank in melee range. If you then were to die, or eat another knockback, this likely means a wipe as Ragnaros now starts oneshotting casters one by one until some tank can get back into melee range.

Ragnaros very much can be done as a Paladin tank. But please do not say its easier or just as easy with a Paladin tank because that is simply flat out false. Having more mana users near the melee or tanks means your raid is subjected to more RNG than if you were to use a Warrior or Druid.

I am not going to bother addressing this dumb Shield Wall argument any further btw, so please stop posting about it.
All I am going to say about it is that a Warrior tank will ALWAYS have Lay on Hands when needed in addition to Shield Wall. A Paladin cannot ever have both.
I also have no idea why you think using Shield Wall is selfish. It's a cooldown that is there for you to use. You absolutely want to use it if you need it. Besides, if you need multiple Shield Walls you can just have another warrior Taunt (Hey, remember this little spell?) and then use another Shield Wall.

Obviously this does not work on every boss, but works on some. If you get Time Lapse on Chromaggus f.ex you can just have the off-tank use Shield Wall as well. There's nothing selfish about Shield Wall. In an case, it's dumb fucking argument, because Lay on Hands can be cast on other players.

What you are actually looking at from a mitigation perspective is the following:
Warrior - Defensive Stance, Lay on Hands, Shield Wall
Paladin - Lay on Hands

So please dont insult our intelligence by arguing this point further.

 
Posted : 08/07/2019 11:29 am
(@linguine)
Posts: 271
Reputable Member
 

The 46 Number you see it due to "Ignite Icon Buff" he have on him , once that Buff was gone , his dmg went down to 39 , which mean he has something that increased his SoR DMG!

https://classic.wowhead.com/spell=22850/sanctuary

It is simply https://classic.wowhead.com/item=18348/quelserrar 's proc effect.

Edit: Holyfrog beat me to it, but I checked through classic.wowhead.com and this is the only buff using that icon that it could possibly be.

 
Posted : 08/07/2019 11:31 am
(@killerduki)
Posts: 159
Estimable Member
 

46 Damage is from Seal of Righteousness , while 51-52 is from Consecration.

You can very easy see his SoR Active or you tend to ignore it?!

The base damage of SoR at 60 is 18.675 multiplied by weapon speed, multiplied by 0.85 for onehand and 1.2 for 2h.

Because Invisusira is using a 2.0 speed Quel'Serrar, the base damage would be (18.675 * 2) * 0.85 = 31.7 damage. This gets further increased by onehanded specialization and improved Seal of Righteousness for a total of 39-40 damage per hit.

By looking at the damage dealt by Consecration and Holy Shield we can further calculate that Invisusira is using roughly 80-90 Spellpower on gear which directly translates into a 8-9 damage increase on SoR for a total damage of 48.

If we assume the number 46 is Seal of Righteousness, that would mean Invisusira does not have One-Handed Weapon Specialization. With only Improved Seal of Righteousness we would expect to see 45.51 damage which gets rounded up to 46.

So yes, you are actually correct. This number can be explained by Seal of Righteousness. However, the other number, 39. Cannot be explained by Seal of Righteousness.
Just look careful at it = 1st screenshot is with Ignite buff (how i call that icon since i don't know what is) , 2nd screenshot is without ignite buff.

This so called "Ignite" buff is Sanctuary, from Quel'Serrar. The proc provides you with 300 armor and some defense. It has no impact on the damage you deal. You simply cannot explain both these numbers with SoR damage alone. This leads me to believe partial resist is very much a thing.

By looking at the damage dealt by Consecration and Holy Shield we can further calculate that Invisusira is using roughly 80-90 Spellpower on gear which directly translates into a 8-9 damage increase on SoR for a total damage of 48.

If we assume the number 46 is Seal of Righteousness, that would mean Invisusira does not have One-Handed Weapon Specialization. With only Improved Seal of Righteousness we would expect to see 45.51 damage which gets rounded up to 46.

Sure i would consider myself wrong about Consecration , and would accept that 39 coming from Consecration , since it is extremely randomly around the targets he isn't targeting , on top that there is "clue about it" which we could consider Evidence :

https://wowwiki.fandom.com/wiki/Consecration

WoW Icon 16x16 Patch 1.7.0 (13-Sep-2005):
Fixed a bug where area of effect periodic damage spells were being resisted more frequently than they should have been when casting lower level ranks of the spell (affected spells were Blizzard, Consecration, Explosive Trap, Flamestrike, Hurricane, Rain of Fire and Volley).

Still as i said Consecration is not our best Single Target threat Ability , it is worse from all and heavy Mana inefficient , this has nothing with SOR Partial Resisting at all!

 
Posted : 08/07/2019 11:42 am
Page 13 / 47
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