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Hand of SalvationFollow

#1 Jul 18 2008 at 12:33 PM Rating: Good
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Quote:
Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.


OK, I'm hoping someone can clarify this skill for me.

When would you ever use this? It's not much of a threat reducer, and probably won't be enough to save anyone who pulled aggro. You also won't want to cast it on a healer or DPS since it will limit those skills.

So, if it's used to prevent getting aggro, that means you have to keep track of everyone else's threat. That would be lame as people should keep track of their own threat.

Maybe I'm missing something, but this seems like a fairly useless skill. Unless, you cast it on a opponent or mob...but then why have the threat reducer?

I'm confused. Can someone please help me understand what this spell is supposed to be used for?

Thanks.

EDIT - I guess Bliz is changing threat mechanics so that this can be used as an emergency aggro reducer. I don't konw how it works, but apparently that is what it's designed for. Does anyone know the new threat mechanics?


Edited, Jul 18th 2008 4:58pm by YJMark
#2 Jul 18 2008 at 1:33 PM Rating: Good
Terrorfiend
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looks like a tanking skill. See somebody getting close to taking aggro, give em the dunce cap.

or if somebody does pull aggro, macro this to RD and take em down a notch.
#3 Jul 18 2008 at 10:15 PM Rating: Decent
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Toss it on someone going high on aggro. Better deal 10% less dmg for 10 seconds than pull aggro. Blizz is dumbing the game down, as can be seen from many of the beta patch notes and some of the new spell mechanics, so in all probability threat is going to be added to the list of brainless activities in wow. it isn't even the hardest game in the world, yet 97% of the wow community lacks any form of raid awareness...
#4 Jul 19 2008 at 1:10 AM Rating: Good
What exactly is confusing about it?

You throw it on a high-threat target during any downtime or when needed. Tossing a glance at Omen (or having players request it over Ventrilo or party chat) and then using it on them isn't exactly complex, certainly no more complex than having Paladins use BoP on high-threat targets when Felmyst is landing or similar situations.
#5 Jul 19 2008 at 3:15 AM Rating: Excellent
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I'm not sure I agree with this being part of Blizz "dumbing the game down". Is a timed placement of Hand of Salvation on targets that need to watch their threat more due to a lack of BoSalv really dumbed down in comparison to giving all DPS a Blessing then forgetting about it for half an hour? imo it's actually adding to, not taking away, some strategy and needed awareness of the game. Giving out BoSalv is easy mode threat control. Without it DPS will need to watch their threat more, and then we get this spell as a sort of "oh sh!@" button to help control unwanted aggro.

That's how I see it anyway >.<
#6 Jul 19 2008 at 4:15 AM Rating: Good
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I agree with Maulgak on this one. It's an active threat reducer that requires you pay more attention. I agree that the 2%/second for 10 seconds doesn't necessarily sound like a lot but I guess we'll have to see how it works in practice.
#7 Jul 19 2008 at 4:57 AM Rating: Decent
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uh and it would give Ret an active aggro reducer. also for those other unfortunate few. i'd imagine this Hand will have a 60 sec CD.
#8 Jul 19 2008 at 11:33 AM Rating: Good
tommyguns wrote:
uh and it would give Ret an active aggro reducer. also for those other unfortunate few. i'd imagine this Hand will have a 60 sec CD.


Two minutes.
#9 Jul 20 2008 at 4:49 PM Rating: Decent
Uh, no.

Sacrifice has 2 minute cooldown. Salvation doesn't. You just spam it on peoplez.

Also, it kind of makes sense to tune it down, since now on 10man raids, if you don't have a Paladin(aka Salvation for DPS) you're nerfing their DPS by 30%. But in Wotlk, when they buff tank threat, the DPS can still do damage even though if there isn't a Paladin in the raid.

Edited, Jul 21st 2008 2:49am by Mimickins
#10 Jul 20 2008 at 6:04 PM Rating: Good
it dont look like that much but it lowers they're threat 20% by end of it thats not really that bad. yeah it's not as good as runing salvation for 30 min but 20% threat dump aint bad. not to mention 10% less damage that will mess up the damage meters and make them watch threat even more.
#11 Jul 21 2008 at 12:36 AM Rating: Good
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Mimickins wrote:
Also, it kind of makes sense to tune it down, since now on 10man raids, if you don't have a Paladin(aka Salvation for DPS) you're nerfing their DPS by 30%. But in Wotlk, when they buff tank threat, the DPS can still do damage even though if there isn't a Paladin in the raid.


I have to really agree with this point. One thing they are wanting to steer away from more is making any class a "necessity" for a particular dungeon or encounter: like how Heroics are now, people won't take DPS that don't have CC abilities (without a competent Paly tank). I think upping tank threat generation and removing BoSalv is in an effort to make it so having a Paladin won't be 100% critical to the success of a raid.
#12 Jul 21 2008 at 5:30 AM Rating: Excellent
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212 posts
Maulgak wrote:
I think upping tank threat generation and removing BoSalv is in an effort to make it so having a Paladin won't be 100% critical to the success of a raid.


Boooooo!

Pala's should always be 100% critical to the success of a raid.

>:C
#13 Jul 21 2008 at 6:38 AM Rating: Default
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Quote:
What exactly is confusing about it?

You throw it on a high-threat target during any downtime or when needed. Tossing a glance at Omen (or having players request it over Ventrilo or party chat) and then using it on them isn't exactly complex, certainly no more complex than having Paladins use BoP on high-threat targets when Felmyst is landing or similar situations.


DPS should control their own aggro. Paladins should not have to control it for them. The last thing I want to do is baby someone because they are not paying attention.

The only real use I see for it is what tommyguns said - a personal aggro reducer. Of course, if you watch Omen, then you shouldn't need an aggro reducer most of the time. Maybe it's useful for those random aggro mobs/bosses. Helps to drop your threat while a tank tries to taunt it.

#14 Jul 21 2008 at 7:30 AM Rating: Excellent
Well the purpose of an aggro reducer isn't so that you don't get aggro, it's so you can do even more damage. If you see yourself getting close to the tank, throw that up. It allows you to crank out even more damage while it's up and you fall back behind the tank more, and when it wears off you can scale it back a little then.
#15 Jul 21 2008 at 8:24 AM Rating: Default
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Quote:
Well the purpose of an aggro reducer isn't so that you don't get aggro, it's so you can do even more damage. If you see yourself getting close to the tank, throw that up. It allows you to crank out even more damage while it's up and you fall back behind the tank more, and when it wears off you can scale it back a little then.


I always viewed aggro reducers, in general, for reducing your threat so you don't get aggro. BoS worked to increase DPS. However, I see this new skill acting more like FD, Fade, Vanish, etc...

If you are dangerously close to the tanks threat due to some crazy crit string, you throw this up to prevent getting aggro. You won't be cranking out more damage (acutally you'll be doing less damage), but at least you won't be dead. It's like a Hunter's Feign Death and a Rogue's Vansih. Neither of those have you directly output more damage. They keep you alive so that you can continue DPSing once your threat levels have stabilized.

At least, that is how I've always used them on my DPS toons, and how I could see this being used. Your DPS won't increase using the skill (unless you compare it to being dead).
#16 Jul 21 2008 at 8:41 AM Rating: Good
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YJMark wrote:
Quote:
Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.



Is it a reduction of threat for ten seconds? Or a permanent reduction of threat in 2% steps that stops accruing after ten seconds?

____________________________
"the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger. It works the same way in any country."
Hermann Goering, April 1946.
#17 Jul 21 2008 at 8:42 AM Rating: Excellent
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YJMark wrote:

I always viewed aggro reducers, in general, for reducing your threat so you don't get aggro. BoS worked to increase DPS. However, I see this new skill acting more like FD, Fade, Vanish, etc...


Except that Fade, Vanish, etc. are self-cast only whereas Hand of Salvation is castable on anyone. So this is just going to be another stick that dodgy DPS can beat us with, if they pull aggro.

"You were supposed to give me heals" is going to become "You were supposed to give me Hand (relief)".
#18 Jul 21 2008 at 8:49 AM Rating: Excellent
Well here's how I see it: lets say the tank is capable of doing 1000 tps, but you are capable of doing 1200 dps. Assuming the tank gets a good 10,000 threat lead before you start dpsing, it will take 50 seconds for you to catch up to the tank (At which point you will both have 60,000 threat)

Now you can sit there and stay regulated at 1000 dps to match the tank, keeping it down a notch for the rest of the fight. Or you can throw up HoSalv

Now over the next 10 seconds your threat is lowered by 2% per second. So here's a quick rundown of it, assuming you were still cranking out 1200 dps.

 
Second           Tank Threat          Your Threat 
0                  60000                 60000  
1                  61000                 60000 (60000 * 0.98 = 58,800 + 1200 = 60000) 
2                  62000                 60000 
3                  63000                 60000 
4                  64000                 60000 
... 
10                 70000                 60000 


Just like that, your tank has another 10000 threat lead on you and it will take you another 50 seconds of 1200 dps to catch up to him again.

So with using Salv, you are allowing yourself 110 seconds of doing 1200 dps, then waiting 70 seconds of 1000 dps before you can do even more seconds of 1200 dps (more than 50 since you will be losing more threat)
Without it, you get 50 seconds of doing 1200 dps, and then doing 1000 dps for the rest of the fight.


Now I just pulled those numbers out of nowhere, and it probably won't make you break even like it did there. However, at higher threat values later in the fight, 2% is a LOT more threat loss, and will take you longer to build it back up.
#19 Jul 21 2008 at 10:42 AM Rating: Decent
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also, the patch will see more threat production from the tanks and all other classes/specs now get bonuses to threat management on an individual basis. i dont see HoSalv being as relevant as it seems. plus i imagine the pally will get a 1min or a 2min CD on the spell, similar to BoSac now.
#20 Jul 21 2008 at 11:10 AM Rating: Good
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It's the 10% damage reduction that makes this one weird. If they didn't have that damage reduction, this would be soooo much better.

cynyck wrote:
Is it a reduction of threat for ten seconds? Or a permanent reduction of threat in 2% steps that stops accruing after ten seconds?


The latter. It is pretty powerful for the longer fights (like the Captain shows in his table).

Leodis wrote:
Except that Fade, Vanish, etc. are self-cast only whereas Hand of Salvation is castable on anyone. So this is just going to be another stick that dodgy DPS can beat us with, if they pull aggro.

"You were supposed to give me heals" is going to become "You were supposed to give me Hand (relief)".


Exactly my point. Why should we have to manage other people's threat? If it was self-cast only, then it makes more sense. I can just see the "damage meter watchers" now say that a Paladin will get regulated to just casting this on all the DPS in a raid for the second half of a fight, or something like that.
#21 Jul 21 2008 at 11:25 AM Rating: Good
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YJMark wrote:
Exactly my point. Why should we have to manage other people's threat? If it was self-cast only, then it makes more sense. I can just see the "damage meter watchers" now say that a Paladin will get regulated to just casting this on all the DPS in a raid for the second half of a fight, or something like that.


Yes, that's what I'm thinking. As it is I get sick of hearing people talk about their recount numbers when I'm the only one removing debuffs, I'm judging wisdom as often as possible for our pally MT, and I'm calling out adds and whatanot on vent (in the 10-mans). Now I have something else to watch. How exciting.

____________________________
"the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked and denounce the pacifists for lack of patriotism and exposing the country to danger. It works the same way in any country."
Hermann Goering, April 1946.
#22 Jul 21 2008 at 1:54 PM Rating: Good
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YJMark wrote:
Exactly my point. Why should we have to manage other people's threat?


Because Paladins have always been, and probably always will be, a great supporting class. That's what this spell is, another support for the Paladin's teammates. If it has a CD it certainly won't be something where we are babysitting the DPS and watching their threat for them, but something more along the lines of Blessing of Protection: an OH SH!@ button for when something bad or unexpected happens.

I know having an Enhancement Shaman that even watching my threat meter like a hawk if I pull out a crit string at the wrong time it's very possible I can pull aggro when I didn't think I was in any danger of that at all.

Edited, Jul 21st 2008 2:55pm by Maulgak
#23 Jul 21 2008 at 4:46 PM Rating: Decent
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I have to agree with Maulgak about Hand of Salvation.

I also want to add that it shouldn't be your responsibilty to watch over others' threat, it's THEIRS.

DPS as of now is usually extremly easy, watching your threat as a DPS is something you must learn to do in order to succeed. DPS will just have to macro a whisper to their favourite Paladin to HoS them and hope he can spare the time to do it.

The 10% damage/healing decrease is there because BoS, in it's current version, is just too strong, no other buff in the game is even close to that, nerfing it to 20% (which is roughly what the change does) is nice, but still leaves you in a no brainer situation, whenever you have a CD to spare, just throw it on the DPS with highest threat. With 10% damage/healing reduction it's something you'll only use if asked for.

Take care,
Yuval.
#24 Jul 22 2008 at 5:29 AM Rating: Decent
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Maulgak wrote:
YJMark wrote:
Exactly my point. Why should we have to manage other people's threat?


Because Paladins have always been, and probably always will be, a great supporting class. That's what this spell is, another support for the Paladin's teammates. If it has a CD it certainly won't be something where we are babysitting the DPS and watching their threat for them, but something more along the lines of Blessing of Protection: an OH SH!@ button for when something bad or unexpected happens.

I know having an Enhancement Shaman that even watching my threat meter like a hawk if I pull out a crit string at the wrong time it's very possible I can pull aggro when I didn't think I was in any danger of that at all.


Supporting someone and managing a DPS's threat for them are 2 different things.

The best way to resolve this is to give your Shammy a threat reducing talent. Not to give a Paladin the talent so that they do it for you.



Edited, Jul 22nd 2008 9:29am by YJMark
#25 Jul 22 2008 at 6:46 AM Rating: Good
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I agree. They should have just removed Blessing of Salvation and not given anything in return. Hand of Salvation is just way too much to be bothered with. :-)

Seriously though, I don't think it will be terribly hard to use this skill. You typically know who your high threat people are going to be on a specific fight, and it's not that hard to see when a DPS is @ or above the tank on a long fight.

Warriors, Shamans, Shadow Priests, and Ret Paladins have no way to shed threat (Vanish, Invisibility, Feign Death, Soul Shatter, etc). Regardless of whether or not they take their respective threat reducing talents, which look to be getting buffs, once they're AT the tank, they're capped on damage. You can help with this spell AND give them a Blessing at the same time.

It's a nerf to Salv, but Blizzard looks like they're throwing a monkey wrench into threat as is, so it's not terribly surprising.

Edit: 10% Dmg reduction for 10 seconds (100 DPS loss @ 1000 DPS total -- you lose 1000 dmg total) is not a ton if you're sitting at ~100k threat and wipe 20k of it in those 10 seconds. The dmg you could continue to do with that 20k threat buffer far outweighs 10 seconds of decreased dmg.

Edited, Jul 22nd 2008 10:50am by tabstopper
#26 Jul 22 2008 at 7:03 AM Rating: Good
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YJMark wrote:
You won't be cranking out more damage (acutally you'll be doing less damage), but at least you won't be dead. It's like a Hunter's Feign Death and a Rogue's Vansih. Neither of those have you directly output more damage. They keep you alive so that you can continue DPSing once your threat levels have stabilized.

At least, that is how I've always used them on my DPS toons, and how I could see this being used. Your DPS won't increase using the skill (unless you compare it to being dead).

I use Vanish to up my DPS on my Rogue all the time. Hell, it's the single reason I will usually out-DPS even better-geared Fury warriors on a boss fight, assuming our tank doesn't have insane threat generation where I can't catch him again on threat after I Vanish.
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