Forum Settings
       
Reply To Thread

3.1 Tanking specFollow

#1 Mar 22 2009 at 10:35 PM Rating: Decent
***
1,292 posts
I was doodling around with the 3.1 talent tree today, and thought this might be a decent Prot spec. Any critiques are welcome.


Holy (5 points)

5/5 Seals of the Pure

Protection (56 points)

5/5 Divinity
5/5 Divine Strength
5/5 Anticipation
1/1 Divine Sacrifice
3/3 Improved Righteous Fury
5/5 Toughness
3/3 Improved Devotion Aura
1/1 Blessing of Sanctuary
2/2 Sacred Duty
3/3 One-Handed Weapon Specialization
1/2 Spiritual Attunement
1/1 Holy Shield
3/3 Ardent Defender
3/3 Redoubt
3/3 Combat Expertise
3/3 Touched by the Light
1/1 Avenger's Shield
2/2 Guarded by the Light
3/3 Shield of the Templar
2/2 Judgements of the Just
1/1 Hammer of the Righteous

Retribution (10 points)

5/5 Deflection
1/5 Benediction
1/2 Improved Judgements
3/3 Heart of the Crusader
#2 Mar 23 2009 at 1:21 AM Rating: Good
***
2,183 posts
This
Quote:
1/2 Spiritual Attunement

and this
Quote:
1/5 Benediction


don't make a lot of sense to me. Why take only 1 point in SA and put 1 point in a more or less useless talent?

Other than that, it looks darned near what I'm thinking of doing. Actually, until this crap with SA I was really excited cause I had plenty of points to finally get Pursuit of Justice without having to sacrifice anything else I wanted. This isn't the case now, so I think I'm going to go 3/5 Seals of the Pure so I can have Pursuit of Justice. There's debate on whether the run speed is worth it, but I feel it is, and miss not having it (ever JUST make it behind an ice block on Sapphiron?? -.-).

I'm also wondering about the Divine Sacrifice talent. Must have? Situational? Considering I'm always MT when in a run now (occasionally add duty, but it's quite rare), I can't see that I'd use this ability. I'd imagine it would be of more use to tanks who are not MT all the time, or are always an OT, or even those who are not tanks and choose to dip into the Prot tree. I've been about just skipping it, but if I did take it, that would be one less point in Seals of the Pure. Might just be better to take Improved Might at that point for when running 5/10 mans.

EDIT: for anyone who might say anything, yea I could go with Tuskaar's Vitality instead of 22 stam. Depends on where my other "free" talents go I guess. Not pinned down to a decision yet :)

Edited, Mar 23rd 2009 2:43am by Maulgak
#3 Mar 23 2009 at 6:38 AM Rating: Good
***
1,594 posts
Quote:
This

Quote:
1/2 Spiritual Attunement


and this

Quote:
1/5 Benediction



don't make a lot of sense to me. Why take only 1 point in SA and put 1 point in a more or less useless talent?


You'd normally take 1/5 Benediction to move farther down the ret tree to Conviction, but he's not doing that. So yeah, halfway through this I agree it's useless.

And about 1/2 SA. Divine Plea will have a 100% uptime, and we'll still have Sanctuary. That should be enough mana now without SA at all, and we already know how hard some Ulduar bosses will hit. I doubt 2/2 SA will be required to keep full mana. Imagine OTing Patchwerk with Divine Plea up the whole time, and think about all the mana that will waste.

Edit: With the current PTR talent trees, I'm thinking this: http://ptr.wowhead.com/?talent=sVZE0xAfofkIIRGoxs or maybe take 3 points out of Divinity for PoJ.

Edited, Mar 23rd 2009 10:42am by Ehcks
#4 Mar 23 2009 at 9:25 AM Rating: Good
Question for the tanks (Haven't tanked yet at 80, although did some in the mid-70s)

Will it be worth it to cut into your rotation every 15 seconds to put Divine Plea up? Sure you can have 100% up time with it, but is it worth the cooldown if it's unnecessary because you are taking massive damage, and getting massive mana returns from SA if you spec into it?

The way I see it, having this talent means you never are missing a direct source of mana. If you are fighting a boss that isn't doing much damage, and you just aren't getting enough mana returns, this talent will guarantee that Divine Plea will be ready to use. Of course you don't want to use it when you are already oom, but if you see yourself headed that way, popping it will help.

Or maybe it won't be a big deal. But from my experience, bosses that hit hard you want to burn down asap, which means the dps will be on top of their game, and the tank needs to be on top of their threat, and cutting into threat generating moves 4 times a minute for mana which would be unnecessary with a full 2/2 SA may be a problem. Similarly, if you are an OT, and you aren't taking damage but you need to remain 2nd on threat, popping DP constantly would be worth it to keep your mana up since you won't get mana returns from SA or BoSanc.
#5 Mar 23 2009 at 10:13 AM Rating: Decent
**
591 posts
With less bloat in the prot tree I'm definitely going 0/51/20 in the next patch. Depending how much SA we need, may end up moving a pt from AD if it turns out its needed to keep up max threat cycles.

#6 Mar 23 2009 at 11:38 PM Rating: Good
***
2,183 posts
ty Jack for pointing some things out about mana regen. Not every boss with be "Patchwerk". What about "Loatheb"? I have so many mana issues on Loatheb. What about "Gothik the Harvester"? What about OTing or tanking adds? Sure, SA won't be necessary in every situation, but it's equally likely to not be useless in all situations.

As for your actual question Jack, no I don't believe "cutting into your rotation" will be a big deal at all. I mean, I don't even really use any kind of a rotation when tanking, and I never have threat issues. I have certain spells that I place at a higher priority than others, but I don't stick to a strict rotation. Particularly a fight where I can spam every ability (Exorcism/Holy Wrath included) non-stop.
#7 Mar 24 2009 at 4:45 AM Rating: Good
***
1,594 posts
Quote:
Will it be worth it to cut into your rotation every 15 seconds to put Divine Plea up? Sure you can have 100% up time with it, but is it worth the cooldown if it's unnecessary because you are taking massive damage, and getting massive mana returns from SA if you spec into it?


I don't see what you mean. The talent Guarded by the Light refreshes Divine Plea to its maximum duration every time you attack now. You just cast it before you even pull and it's up for the whole fight. The cooldown starts when you use it, and not when it ends, so it should be up for the whole duration of every single fight, unless we have bosses that go invincible for 15+ seconds at a time.
#8 Mar 25 2009 at 8:54 AM Rating: Good
Oh I thought the talent refreshed the CD of Divine Plea, not the duration.


Forget my earlier post then, that makes the talent a whole lot better than I thought!
#9 Mar 25 2009 at 12:47 PM Rating: Good
*
186 posts
On the discussion of Pursuit of Justice, Tuskarr's Vitality takes care of movement speed increase without losing 2 potentially-valuable talent points from your build.
#10 Mar 25 2009 at 3:50 PM Rating: Good
***
1,004 posts
The Buff Divine Plea is refreshed directly, essentially making Divine Plea "fire and forget" at the onset of any fight.

Unless they make serious changes to the way that mana is used while tanking, it looks like its going to be an infinite resource against everything. Where it used to be infinite against bosses when appropriatly geared and some trash... with all of the regen mechanics we're looking at now you should be able to outgear single trash mobs by a mile and still stay topped up.

We have a form of restoration that indirectly reacts to taking damage (and was *nearly* enough on its own in TBC for instance/raid use -- with some limitations) -- a form of restoration that reacts to avoiding damage -- and a form of active restoration that can be treated like a massive mp5 boost that you dont have to monitor while fighting. Not only that, but two of those forms of mana regeneration also reduce damage taken across the board.
#11 Mar 25 2009 at 4:10 PM Rating: Decent
***
1,912 posts
Ehcks wrote:
Quote:
Will it be worth it to cut into your rotation every 15 seconds to put Divine Plea up? Sure you can have 100% up time with it, but is it worth the cooldown if it's unnecessary because you are taking massive damage, and getting massive mana returns from SA if you spec into it?


I don't see what you mean. The talent Guarded by the Light refreshes Divine Plea to its maximum duration every time you attack now. You just cast it before you even pull and it's up for the whole fight. The cooldown starts when you use it, and not when it ends, so it should be up for the whole duration of every single fight, unless we have bosses that go invincible for 15+ seconds at a time.


Hoho!!

I had not noticed! This might just make Prot a very viable PvP choice...
#12 Mar 25 2009 at 6:49 PM Rating: Good
***
2,183 posts
xorq wrote:
I had not noticed! This might just make Prot a very viable PvP choice...


Remember though, Divine Plea is dispellable once again :(

EDIT: cause I sometimes fail at quoting :P

Edited, Mar 25th 2009 7:50pm by Maulgak
#13 Mar 26 2009 at 4:49 AM Rating: Good
***
1,594 posts
Maulgak wrote:
xorq wrote:
I had not noticed! This might just make Prot a very viable PvP choice...


Remember though, Divine Plea is dispellable once again :(

EDIT: cause I sometimes fail at quoting :P

Edited, Mar 25th 2009 7:50pm by Maulgak


The talent that makes Divine Plea refresh on attacks also makes Divine Plea 100% undispellable.
#14 Mar 26 2009 at 8:12 AM Rating: Good
***
2,183 posts
Hmm, is that a more recent addition? I don't recall seeing it before (actually, had to run off to MMO-Champ to make sure it was real - sorry >.<).

Edited, Mar 26th 2009 9:12am by Maulgak
#15 Mar 27 2009 at 7:21 AM Rating: Good
**
713 posts

Cap. If Divine Plea did drop and you're using the 969 rotation (for example: J, SotR, HS, HotR, Cons) then you would have to drop something out of your rotation to figure DP back in.

I thought there was going to be some sort of setback to having it up all the time like your JoL would incur the Divine Plea penalty? Don't quote me on that but I did hear that somewhere here on the forums.
#16 Mar 27 2009 at 8:07 AM Rating: Decent
***
1,594 posts
Guarded by the Light: (2 ranks)
Reduces spell damage taken by 3%/6% and gives a 50%/100% chance to refresh the duration of your Divine Plea when you hit an enemy. In addition, your Divine Plea is 50%/100% less likely to be dispelled.

Divine Plea now only reduces the amount healed by your Flash of Light, Holy Light, and Holy Shock spells.

/sigh
#17 Mar 27 2009 at 11:51 AM Rating: Good
***
2,183 posts
Ehcks, if the first half of your last post was in regards to me, I made it clear that I had missed that before, and was just asking if it was a recent change or if I simply did not see it =P Like I said, I raced off to MMO-Champ to make sure this was true, and it is. If that was just part of your explaining about Divine Plea's healing effect, disregard this ;)

arthoriuss, you weren't just "reading things", cause that's indeed how how Divine Plea works right now. As Ehcks already pointed out though, it is being changed to only affect Paladins' 3 main healing spells. Thought it prudent to clarify this is a more recent change, cause I understand some of us can miss those =P
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 202 All times are in CST
Anonymous Guests (202)