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10 poins holy or 10 points retFollow

#1 May 11 2008 at 8:40 PM Rating: Decent
building up a pally tank, first time using one, i kinda like it. been playin him the pas 5 days or so got him to 35 so far. I have my tree pretty much planned out im just not sure which tree to put 10 points down. Pretty much alls goin prot except for 10, im either going 10 points down holy for divine strenght and improved seal of righteousness... or 10 points down ret for benediction and deflection.


Im just not sure which will be more important at the higher lvls for tanking. Obviously the ret way will be nice, 5% parry and less mana for judgments and seals.. my main mana drain other than consc. But flip side is im not sure how hard it is to hold agro at the higher lvls. Holy dmg is the main agro holder obviously with improved rightous fury, so i would think that having seal of rightousness do even more holy dmg would help you hold agro better.. is that the main seal you have going at higher lvls while tanking as prot? is it worth the mana recduction and parry id lose by not goin ret?

so which way? 10 in holy or 10 in ret?

tnx

#2 May 11 2008 at 11:30 PM Rating: Good
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You shouldnt have too much problem holding aggro with the +spell damage gear you can pick up in Outlands. It really comes down to what you plan on doing endgame. Heroics or raiding?

The 5% extra parry will help you early on with your avoidance whereas the +spell damage from Imp Righteousness can be gained in other ways (like adepts elixir and the spell damage oil thats applied to your sword). The 5% Parry talent allows you to be more flexible with your gear, allowing you to stack stam wherever possible which will be needed in either heroics or raiding

Chances are you will be respeccing at 70 anyway as you should be getting Reckoning in your levelling build which becomes less useful as your gear is upgraded.

Divine strength won't really help you at all to be honest. Strength is one of those stats you will get on gear but not need as much as spell damage or stamina. I wish I could swap my strength out of my tank gear for stamina even though I'd end up losing out on block value.

Play around with it while your levelling up and read the FAQ for more info before deciding what your end game tank spec will be.

In the meantime enjoy playing your tankadin.

Edited, May 12th 2008 7:31am by arthoriuss
#3 May 12 2008 at 12:23 AM Rating: Good
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134 posts
Put it into deflection. You can never have enough parry, and as a prot pally you'll eventually try and minimise block and maximise dodge and parry rating. But as you level, you may want to put the points into holy. You'll have to respec at 70 anyway, like what arthoriuss said. the 5% parry will only really matter when you're stacking avoidance getting ready for raiding. With raid buffs and dpsers equiped with salv, threat usually won't be an issue, but survivability as a prot pally always will be something to look at.
#4 May 12 2008 at 12:44 AM Rating: Good
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Ret hands down. You'll want to put your points in Prot first, so by the time you get around to those last 10 points having Deflection will actually matter some. It doesn't matter much in the earlier levels, but once you get into the 60+ content it's a nice talent to have. Still not completely necessary till raiding, but nice to have. Imp. SoR would be nice for leveling, but again if you were putting your Prot talents in first (best idea) then the levels where Imp SoR would probably do you the most good will be behind you before you even take it. And Divine Strength: it really only benefits a Ret Paladin.

Edited, May 12th 2008 1:47am by Maulgak
#5 May 12 2008 at 10:23 AM Rating: Decent
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111 posts
As a end game raid MT this is the build that I use:

http://www.worldofwarcraft.com/info/classes/paladin/talents.html?tal=0000000000000000000005305033500021025215510503500000000000000000

I get lots of questions about not putting a point into BoK as a prot. spec. the way I see it there is almost always a holy pally in my raid and they spec. for kings so it is a useless point for me to have it.

As for your question I like the ret tree for the extra points for the lower mana cost on judgements. I also like to have the Imp. Crusader for the added 3% crit. that it gives the rest of the party. I only use it for the boss fights but it helps with the overall dps.
#6 May 12 2008 at 11:26 AM Rating: Decent
im noticing a lot of builds drop improved devotion aura. is there some other aura you use at higher lvls or is the bonus armor not worth it as much?

hmm so the str isn't that usefull? if i do go the holy route would it be better to put it into more mana then since i wont have reduced judgment cost?


i am going all prot so far, at least untill i get avenger shield around 51 or whatever then i'll start puttin points into the other tree. Like i said not sure how a higher end game pally works yet this is my first real tank, ive only done healers and dps's


one more side question do you find you use blessing of kings or blessing of salvation on youself when tanking?

fyi this is kinda what i was thinking about
http://www.wowhead.com/?talent=sxVZEhpIx0zgMqt

a lot of peole seem to do the 1h weapon talent but i dont think 5% extra melee dmg with a sword is really worth it when the holy dmg is real agro holder

and as to what i have so far the points in, you can look him up: Hikoseijuro on lightbringer
#7 May 12 2008 at 11:45 AM Rating: Decent
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111 posts
No question about it for a pally tank the only aura you should be using is ret. aura it gives you added threat. In end game tanking I use SoR of the trash but on boss fights I use SoV. Really the only blessing you should be using on your self is Sanctuary or maybe Wisdom if you are going OOM alot. Sanctuary give alot of treat when blocking. There is really no need to worry about you mana pool as you get healed it refills, on boss fights my mana pool drops to almost 25% at the start but then never really goes below 50% once the fight is in full swing. On some of the harder hitting bosses I never go below 75%.
#8 May 12 2008 at 12:15 PM Rating: Good
Devotion Aura is much better than Retribution Aura, the only real argument to be made for Redoubt is that shield specialization scales very well. When it comes to pure damage reduction, Devotion Aura represents a very significant drop (about 1.5% w/ imp aura) in damage taken in exchange for (roughly) 20 TPS.

While SoC gives you a better TPS increase, also remember that for raids, SoW is the better seal to judge. A 3% crit rate increase falls short in raid DPS when compared to JoW on the target.

Finally, 1h-weapon spec doesn't just effect the damage dealt by the sword. The 5% increase is to ALL damage. That includes all of your holy damage.
#9 May 12 2008 at 12:44 PM Rating: Good
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111 posts
Loki wrote:
Devotion Aura is much better than Retribution Aura, the only real argument to be made for Redoubt is that shield specialization scales very well. When it comes to pure damage reduction, Devotion Aura represents a very significant drop (about 1.5% w/ imp aura) in damage taken in exchange for (roughly) 20 TPS.


Wrong any endgame pally tanking with Devo. Aura up is full of FAIL. The main reason is because shield specialization scales so well, redoubt is by far the better choice. The only reason you should not use Ret. Aura is if some Ret. pally being a total tard took imp. ret aura. Yes it is only 20 tps but it is 20 tps to every mob hitting you that with BoS, conc., and HS threat should never be a problem.

Loki wrote:

While SoC gives you a better TPS increase, also remember that for raids, SoW is the better seal to judge. A 3% crit rate increase falls short in raid DPS when compared to JoW on the target.


3% crit to dps is huge ask any really dpser going from 25% crit to 28% crit is huge and if any of your dps are going OOM then they are not doing a good job managing there mana, don't use a good pot rotation, are not using MP5 consumables or the fight is tanking to long.
#10 May 12 2008 at 12:49 PM Rating: Good
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1,245 posts
Loki wrote:
Devotion Aura is much better than Retribution Aura, the only real argument to be made for Redoubt is that shield specialization scales very well. When it comes to pure damage reduction, Devotion Aura represents a very significant drop (about 1.5% w/ imp aura) in damage taken in exchange for (roughly) 20 TPS.


Really now? I'm not an expert at paladins at all, but from what I understood, Retribution Aura was one of the cores of Paladin tanking, it is what makes the Tankadin called a porcupine. Retribution Aura would be better to have as a multi-mob tank than Devotion Aura, basically. Maybe in one single-target boss fights, Devotion would be better, but most things you tank involve several mobs at once, so Improved Devotion is simply not going to be justified by the number of times it comes in handy.

Redoubt, on the other hand, I heard was not taken because it was great, but because it was better to take than Devotion Aura. The reason they said it was not great was because it was an on-hit proc rather than a reliable move to depend upon.
#11 May 12 2008 at 2:05 PM Rating: Good
Quote:

3% crit to dps is huge ask any really dpser going from 25% crit to 28% crit is huge and if any of your dps are going OOM then they are not doing a good job managing there mana, don't use a good pot rotation, are not using MP5 consumables or the fight is tanking to long.


http://elitistjerks.com/f31/t17193-paladin_retribution_dps_theorycraft/

Read Section 3: Effects of Judgments. Look at the level of MP5 produced by each class for the cost of 1 judgment. This means more consistent healing and more consistent DPS. Any class is capable of going OOM if they continue to push DPS to the maximum level. It's a fact of being high end DPS, T5/T6/Sunwell level DPS. Sure, for your heroics it doesn't help, but you said "endgame" not "fresh to 70".


Likewise:
Quote:

Wrong any endgame pally tanking with Devo. Aura up is full of FAIL. The main reason is because shield specialization scales so well, redoubt is by far the better choice. The only reason you should not use Ret. Aura is if some Ret. pally being a total tard took imp. ret aura. Yes it is only 20 tps but it is 20 tps to every mob hitting you that with BoS, conc., and HS threat should never be a problem.


Quote:

Really now? I'm not an expert at paladins at all, but from what I understood, Retribution Aura was one of the cores of Paladin tanking, it is what makes the Tankadin called a porcupine. Retribution Aura would be better to have as a multi-mob tank than Devotion Aura, basically. Maybe in one single-target boss fights, Devotion would be better, but most things you tank involve several mobs at once, so Improved Devotion is simply not going to be justified by the number of times it comes in handy.


First off, there isn't much logic to saying 1.5% DR is good for bosses but not for when there are multiple mobs attacking you. 20TPS is not enough to overcome the threat associated with a level 50 Druid's regrowth (I know, I have one). The threat is negligible when compared to something like consecrate or Holy shield. However, the damage reduction is flat and impassable.

The damage reduction represents an extension of life which is (as noted in a previous thread) the primary job of any tank. Also, taking less damage is extremely important for anything that is "new content" be it your first heroic or your first raid.

The argument for redoubt (at 70) is that it produces shield specialization. Redoubt, itself, is entirely useless at 70, since it is entirely pushed off the table in any 70 tanking situation past your first 1-2 heroics. Shield Spec is useful insofar as a geared prot pally (I've got one that can tank Kael) has around 300 block value (I'm low at 276). A 30% increase is nice, representing 83 damage from each blocked hit. Devotion Aura, at a 1.5% damage reduction/hit, means that it is better than shield spec. whenever the base damage is >5000 damage (pre-armor) devotion aura represents a greater damage reduction than shield spec at the cost of 3 LESS talent points and 20TPS (I put out around 900 on my pally using Devotion Aura).

5000 damage base hits are what you will normally experience from a heroic instance boss, most raid bosses hitting for around 10k before mitigation. Devotion represents a much more significant decrease in damage taken than Redoubt(which is none) or Shield Spec (which, for bosses, is about 1/2 the damage that Devotion Aura will absorb).
#12 May 12 2008 at 3:28 PM Rating: Good
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you are taking the OP a little off target. he's lvl 35 and he's already gettin tier 6 advice.

my advice at lvl 35: dont worry about threat output. you will not out-threat other lvl 35 noobs. use the talents best suited for soloing, which will include some Holy for aoe grinding or Ret for single target.

as for endgame:
Quote:
Read Section 3: Effects of Judgments.


theorycrafting has its uses, but this particular article is so flawed and specific. read the disclaimer even. pot/gem/trink rotation pwns all. imp JotC will be more benefical to a raid over JoW more often than not. not only does the boss go down 3% faster but it also creates a considerable threat boost for the Tankadin which equals more raid dps.

as for imp Devo: your Ret and Holy pally both have it, skip it. besides, many boss fight aren't hard hitting tank n spanks anymore. there are lots of aggro wipes and in-and-out-fights where max TPS is always welcome...as well the 10% mana per heal. but anyway, a seasoned tank will know when to switch auras/judgements/seals/weapons...so to say one is better than the other is naive and bad advice.

#13 May 12 2008 at 7:03 PM Rating: Good
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tommyguns wrote:
but anyway, a seasoned tank will know when to switch auras/judgements/seals/weapons...so to say one is better than the other is naive and bad advice.


QFT

I'm one of those Prots that run Ret Aura almost exclusively, but there are times that I know the slight armor increase will be of more benefit to me. imo it's just like any of your Resistance Auras: situational, and the more experience you have, the better your knowledge of when you need it and when you don't. If you're not needing it to stay alive, then why the hell use it? Put up Ret and get that extra threat. Yes, it may be a small amount, but we can use all the threat we can get.
#14 May 13 2008 at 6:59 AM Rating: Good
Sorry, I may have misread, I thought he asked for what he would use in high end tanking. I understand he's 35 now, but the level grind is short and the questions were about the end of the game.



As for the DPS increase from JoW... play a mage or ele shaman. They're constantly OOM in serious fights. Warlocks go OOM faster than any other class, they just lifetap the mana back. But Evocate, Wanding, Life Tap, waiting on pots to cool down or even just putting a couple ticks of mana regen between your spells is all lost DPS time. 3% extra crit isn't even close to a 3% increase in raid damage. When you factor in things like DoTs and the fact that for most classes the DPS%crit ratio is significantly less than 1%:1%, you'll find that a 3% increase to raid ride crit is more like a 1.5% increase to raid wide DPS. Crit damage is a major portion of the damage for druids, mages and Shaman, but this is mitigated by the fact that their most crit dependent specs (moonkin, any, and elemental) are also their most mana starved. Innervate, Evocate and Life Tap are all quick mana fixes but they come at the expense of DPS.

Talk to any experienced lock and they can tell you they lose a ton of DPS once the Life Tap cycles start. Evocate is 8 seconds of DPS off in exchange for a relatively small amount of Mana. Hunters and Shadow Priests are stuck with being just terribly inefficient with their mana use and giving them something like JoW keeps wand time at a minimum or allows hunters to use AotH instead of AotV.

The DPS increase of JoW is stable and consistent. It produces shorter fights by keeping your DPS going in longer fights.
#15 May 13 2008 at 8:11 AM Rating: Good
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Quote:
3% extra crit isn't even close to a 3% increase in raid damage.


ya i overstated this. correction noted.

Quote:
As for the DPS increase from JoW... play a mage or ele shaman. They're constantly OOM in serious fights.


i play the mana-inefficient frost mage. i've only taken him as far as Kara clears. the only fight where mana is an issue is Prince, which is a tradtional tank n spank spam for casters. but with frostbolt spams my gem/pot rotation is seamless(with an Invis/Evo at 60%). if oom is the issue, that means dps doesn't have the output it should and fight is running too long and chances are your healers are almost out of steam as well.

an argument could be made that with JoW up, battle pots can be substituted to add more dps. but this is a thin argument.

also as with JotC, JoW only affects a portion of the raid...so utility is decreased respectively.

#16 May 13 2008 at 8:44 AM Rating: Good
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This argument about which judgement to use is pretty worthless.

Most 25-man raids now include a ret pally for utility (yes I know that's a broad statement, but i've seen enough T5/T6 guilds on my server recruiting specifically for a ret pally that I feel I can make it), and he/she will most likely have imp JotC and will be using it.

Your prot pally can then judge wisdom and if you really wanna get sporty you can have one of your holy pallies judge light and the ret pally's Crusader Strike will keep them all active on the target.

There, the best of all 3 worlds. 3% more crit raid-wide, and DPS that can regen mana AND heal themselves all just by, well, DPSing.
#17 May 13 2008 at 11:17 AM Rating: Decent
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1,503 posts
except the fights where melee sucks and you'd leave the Ret at home. or when that Ret hops into tankadin gear and respecs for the fight/instance.
#18 May 13 2008 at 12:06 PM Rating: Decent
actually ya i was asking more about the end game aspect than lvling aspect

oh 1h is all dmg, i didn't notice that.. hmm its kinda a must then isn't it? Could you get by without it or is that 5% really important. I dont see anywhere else to lose points so i guess imp devotion aura when i hit 70 will probably be what goes bye bye


some of your terms are kinda losing me.. tps? is that threat per second?


im still leaning to improved seal of rightousness maybe for now unless theres another seal you wind up using as your main at higher lvls, i havent really looked if theres another holy dmg one (please spell out the seals i dont know the abrevs yet)


so i guess using blesing of sanctuary is a better bet than kings on raids, but what about just some heroic throw togethers where thers no alt with kings.. would you use kings or blessing of sanctuary




Edited, May 13th 2008 1:17pm by kenshindono
#19 May 13 2008 at 12:53 PM Rating: Decent
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111 posts
The seal that I use the most for boss fights is seal of vengeance, it does good holy dmg. when judging it plus it puts a DoT on the boss also. Blessing of Sanctuary is really the only blessing I use on my self, at max. rank you get 80 dmg. reduction and 46 holy dmg. every time you block. Wisdom is ok if you are helping with lower lvl content and need the mana regen. But on endgame content you should be getting healed enough that your mana should stay at a decent lvl. only having to drink every 5-6 fights give or take.

TPS is threat per second.

From the things that I have read the one hand Specialization is a must for any pally tank.
#20 May 14 2008 at 1:41 AM Rating: Good
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kenshindono wrote:
im still leaning to improved seal of rightousness maybe for now unless theres another seal you wind up using as your main at higher lvls, i havent really looked if theres another holy dmg one (please spell out the seals i dont know the abrevs yet)


1 Handed Weapon Spec is >>> Imp SoR, so there's your 5 points. If you're Alliance you'll be using SoV for bosses and high health mobs, and SoR just for trash. If Horde, then obviously SoR for everything, but either way you'll have a greater return with 1H Spec. It increases weapon damage, Seal damage, Judgement damage, Holy Shield damage, etc.. And don't forget Holy Shield has a built in threat increase over the threat you'd gain normally, so upping the damage of Holy Shield will increase its threat by an even larger sum, particularly when added to everything else, then just upping the damage of SoR/JoR.
#21 May 14 2008 at 5:34 AM Rating: Excellent
There are so many good prot and ret talents that far exceed dumping 10 points in holy for a minor increase in your damage from SoR. Take a look at Losie's new thread, as he goes over all the talents that a tank should get, and optional "Wildcard" talents that you can choose from.

Neither Divine Strength or Divine Intellect is worth it, as neither one of those stats will be high when you are a tankadin. (You don't stack strength and intellect is a stat that just sometimes comes along for the ride). Imp SoR is alright, but it is only a threat increase against your target (and not much at that), and most of the time you will be AoE tanking.

So stop leaning that way... lean the other way.
#22 May 14 2008 at 10:55 AM Rating: Excellent
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3,801 posts
tommyguns wrote:
as for endgame:
Quote:
Read Section 3: Effects of Judgments.


theorycrafting has its uses, but this particular article is so flawed and specific. read the disclaimer even. pot/gem/trink rotation pwns all. imp JotC will be more benefical to a raid over JoW more often than not. not only does the boss go down 3% faster but it also creates a considerable threat boost for the Tankadin which equals more raid dps.


A 3% increased chance to crit does not equal 3% higher total DPS. It never has. Basic Algebra can tell you that.
#23 May 14 2008 at 11:29 AM Rating: Decent
Quote:

i play the mana-inefficient frost mage. i've only taken him as far as Kara clears. the only fight where mana is an issue is Prince, which is a tradtional tank n spank spam for casters. but with frostbolt spams my gem/pot rotation is seamless(with an Invis/Evo at 60%). if oom is the issue, that means dps doesn't have the output it should and fight is running too long and chances are your healers are almost out of steam as well.



Prince is a what? 3 minute fight? 4? I've done all of Kara w/ a pair of level 68s as the healers. Most fights after HKM extend to be about twice that length, some even longer. Healers come packed full of MP5 or spirit, their respective regen of choice. DPS doesn't. MP5 is a "wayside" stat to most DPS, not because it isn't useful, but because it has such a high cost in item budget. It is one of the highest cost stats and therefore cannot be stacked by DPS. Spell crit, however, is easily aquired because it is a stat that doesn't scale nearly as sharply. MP5 is wasted in small quantities (under 50) and insane at high quantities (much the same as spell haste, actually).

Try plugging in the MP5 values into a few DPS spreadsheets and see what kind of results you end up with. Do the same with 3% more crit.


#24 May 14 2008 at 2:00 PM Rating: Decent
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Quote:
Most fights after HKM extend to be about twice that length, some even longer.


exactly...because they are not tank n spank, max dps spam fights like Prince. lots of in and out, multi phase boss fights where pot rotation can be utilized easily and time on dps should be maximized.

take Hydross. tank stays on boss(with JoW?) while dps eats the adds. time on boss needs max dps(incl JotC). pots, innervates, and evos can be used in between phases while tank rebuilds threat.

maybe i play my toons too conservatively, but i've never had a problem with oom on my mage or pally in raids.
#25 May 15 2008 at 11:26 AM Rating: Decent
Fight w/ Aggro drops give tanks a good chance to rebuild threat, sure, but Hydross and Leo are the exception, not the rule. Aggro drops, complete wipes of the table, are not all that common unless it's a phase change. VR, A'lar, Kael, Morogrim, Lurker, Vashj, and FLK are all fights much longer than Hydross and, with the exception of A'lar, not real rest time. The fights on which JoC is the better choice are the exception, not the rule.
#26 May 15 2008 at 11:40 AM Rating: Decent
tnx for the info guys, guess i'll play around with it a bit as i lvl and see what i'll go with. i'll probaly wind up droping improved devoition aura or something

couple general tanking questions. I think im gettin the hang of it but it seems best thing to do is open up with seal of crusader, then judge and switch over to rightousness while casting conscecration and switching between targets occasionally to keep threat up with all of them

is that the gist of it or will i need to do somethign else in higher lvl dungeons, and heroics... how about raids?

also.. the pally taunt. Forgot what its called. Im not sure how it works. it says it taunts up to 3 mobs off the target but seems like you have to select the player thats being agroed.. but im not sure how it works. If i just click it while targeting the mob, sometimes it pulls them back sometimes it doesn't. Seems to do it more regularly if i target the player but tahts kinda a pain in the but to do. How does this skill work?

Finally.. Seal of vengance was mentioned so i looked up skills.. WTF SOV looks good but only alliance gets it? The one we get is called seal of blood or something right? I cant be reading it right it seems like it hurts YOU when you use it.. if thats the case doesn't that make it a totaly worthless tanking skill?

tnx for all the info guys, like i said this is my first tank so im still learning the ropes, used to healers and dps's
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