toolofjesus wrote:
thankyou Gaudion. that made my day :-D
also good info about prot. i had thought i had read on here that reckoning and shield spikes were both useful, but only until your total voidance was higher. from what you're saying then 200 +spell damage is minimum for threat, but increasing spell damage beyond that (assumeably without losing avoidnce) is how you would boost you dps? i have a few prots in my guild and i've been trying to pass on what i learn here, but i want to make sure i'm not passing the wrong thing along to them.
Honestly, Protadins aren't and shouldn't be concerned with their damage. The idea is that, because their holy damage generates 190% threat, they need to be doing as much holy damage as possible to set the threat threshold higher so the DPS can put out more damage without drawing aggro. Any damage they happen to cause is just a byproduct. However, that having been said, they do tend to cause a lot of damage, and they can potentially embarrass some DPS'ers if they're not on top of it.
White damage amounts to precisely squat in both DPS and threat for Prot Pallies, so yes, spell damage is what they're looking for. Prot Pallies need to hit the defense cap first, then get enough stamina to survive (I've heard numbers around 13000 HP, I'm not exactly sure what the mark is at this point), and finally, with gear options left available to you, get as much spell damage as possible to increase holy damage, and therefore, threat.
That's why you'll commonly (and should) see Prot Pallies wielding low-DPS swords that you might expect to see in a Mage's hand: they actually get more DPS and threat out of the +spell damage modifier (which applies to all of their holy damage, not just their seals and judgements) than the weapon's damage itself.
Edited, Nov 25th 2007 2:22pm by Gaudion