Showing posts with label pve. Show all posts
Showing posts with label pve. Show all posts

Wednesday, April 22, 2009

Updated Ret Guide

SURPRISE POST!

This is actually for a friend of mine. He wrote this, I didn't, but I'm posting my corrected version of it as he asked me to edit it for him. I didn't get a chance to read over it faster, and for that I apologize. Raiding Ulduar comes first, sorry buddy. =P

The normal Retribution raiding spec is 0/5/54. Note that this does not spend all your talent points. The reason is because we have more than we really need to get all our mandatory DPS talents since they unbloated our tree a bit. The rest can either be spent on PvP talents or Utility talents. I highly suggest Utility talents as if you actually know how to use your utility, you'll be a much more valuable Ret paladin in your raid. I'll note which ones are useful below.

I also added in the Glyphs I use to that spec. Consecration frees up your GCDs so they don't conflict as much (and technically saves mana, not that you need it), Exorcism does craploads of damage now, and Judgement is your primary ability. Sense Undead is great for Naxx and there's no reason to not have it.

Talents

Holy

T1:

Seals of the Pure: Useless. You use none of these seals. You should be using Blood/Martyr, never anything else.

Protection

T1:

Divinity: Good utility for your healing, including instant cast Flash of Light and Divine Storm. Nice to be healed for a bit extra too, since you'll take quite a bit from SoM/SoB procs.

Divine Strength: Strength is your version of the Holy Paladin's Intellect. Obviously, stack this!

T2:

Stoicism: This is a PvP talent. You won't be stunned and your spells won't be dispelled.

Guardian's Favor: Good for utility. Hand of Freedom won't come up as much, but you'll make quick friends with an overzealous healer or ranged DPS if you know when to Hand of Protection.

Anticipation: Prot talent. Skip it.

T3:

Divine Sacrifice: Awesome utility if you plan ahead with healers or a prot paladin. Takes some planning though. Wonderful for large AE damage fights since you can pop your bubble with it and take damage away from everyone without dying. If you do it a second time, make sure you get a damage reducing buff from a healer AND pop Divine Protection with it if you want to live.

Improved Righteous Fury: Prot talent. Skip it.

Toughness: Prot talent. I'd suggest taking Divinity over this, it's more useful.

T4:

Improved Divine Sacrifice: Just the improved form of Divine Sacrifice. Also lets your Sacred Shield do more, and you should be throwing it up on the offtanks or even the tank. Sacred Shields STACK, so it's pretty darn useful.

Retribution

T1:

Deflection: Tank talent. Skip it.

Benediction: Reduces the cost of all your attacks by 10%. Part of the reason we don't have mana issues. Take it.

T2:

Improved Judgments: More Judgments meanings more damage. Mandatory.

Heart of the Crusader: 3% chance to crit on the enemy? Yum yum.

Improved Blessing of Might: Your primary buff. Take it. Incidentally, Might > Kings.

T3:

Vindication: PvP talent, primarily, but some trash isn't immune to it. Can speed up clears. Not *totally* useless, but not very helpful either.

Conviction: 5% crit for everything? Take it.

Seal of Command: Useless for everything, including PvP. /sigh Skip it.

Pursuit of Justice: You run faster, get in position faster, get back to the mob faster. Take it.

T4:

Eye for an Eye: PvP talent, but can be fun in AoE damage fights. I've KO'd stuff from being crit by random spells. Just the same, unless you're going PvP in your spare time, skip it.

Sanctity of Battle: More crit chance and more damage? Take it.

Crusade: 3% damage on all mobs and 3% more on a lot of others? Take it.

T5:

Two-Handed Weapon Specialization: Since your entire life will be wielding two handed weapons, you should take this. Trust me on this.

Sanctified Retribution: 3% extra damage. Since 3.1, it no longer matters what aura you have up for the % damage bonus, but it may as well be Ret aura.

T6:

Vengeance: You should be critting a lot, and so that refreshes Vengeance's stack. 9% more damage nearly constantly is wonderful.

Divine Purpose: PvP talent. Skip it.

T7:

The Art of War: Ah, Sun Tzu reference. More damage and a free Flash of Light? Take it!

Repentance: Finally, Paladin CC. It leads to a great talent, so take it.

Judgments of the Wise: Your best regen talent. Everyone will adore you for it, especially your healers. Take it.

T8:

Fanaticism: Lots more crits for your Judgments and less threat. Take it, and love it.

Sanctified Wrath: Decreased the cooldown of Avenging Wrath, a spell you should use every time it's up (or with trinket/bloodlust, as appropriate for the fight), as well as the critical strike chance of Hammer of Wrath, something you should use whenever you can, by a hell of a lot. Take it.

T9:

Swift Retribution: Haste. 3%. Take it. :p

Crusader Strike: One of your three main attacks, alongside Judgments and Divine Storm. Take it, it's an instant smack.

Sheath of Light: Entirely the reason Ret Paladins don't need Spell Power on their gear anymore. Take it, love it.

T10:

Righteous Vengeance: Your only DoT, really. Take it, it'll improve your DPs nicely.

T11:

Divine Storm: Ah, your third and last damaging spell that I know of right now. Love this to pieces, as it does nice AoE damage.

Gemming

The meta gem you want to use is going to be a Chaotic Skyflare Diamond. To match the colors if you haven't already, use two Sovereign Shadow Crystals. Unless you can find two Sovereign Twilight Opals, which should be floating around soon enough. Unless of course they already are. And if you're a Jewelcrafter, just use three Bold Dragon Eyes.

Even before you reach the Hit/Expertise caps (but matched the meta colors) just gem for strength using lots of Bold Scarlet Rubies. Strength is amazing for you, stack it.

Stats

I think Ret Paladins are the only DPS spec that has a stat over Hit and Expertise prior to the caps.

Strength gives a hell of a lot of AP and spell power and damage for you. Just stack that, and get Hit and Expertise from gear and random enchants. Don't ever gem for anything else.

Hit and Expertise are big, since you won't be meeting the cap at all times. Look for Expertise over Hit, since you'll be munching on Hit food.

Crit's your next big one. Get it on gear if you find it.

The rest of the stats, AP (comes from Strength), Haste, Stamina, and Agility are just on gear.

Gear

Strength > Expertise > Hit > Crit > AP > Haste

For T7 and T7.5, get the 4 piece set bonus. 1 second off your Judgement, your hardest hitting attack, is freaking huge. Unless you have a whole bunch of >213 gear to replace it, it's hard to beat.

For T8 and T8.5, aim for the 4 set bonus. More critical strikes from your big hitters is wonderful.

Rotation

From Elitist Jerks, because they explain it way better than I ever could:

3.1 clash resolution is as follows: CS > HoW > Judgement > DS > Consecration > Exorcism > Holy Wrath

During the beta it was agreed upon that because of vastly changed mechanics, our rotations should be thrown out and thus came to be known as FCFS (First Come First Serve) - and this is still true in 3.1. Not much to explain about it, just use whatever is off cooldown, whenever you can (watch your mana bar). See below for clash resolution (when 2 skills are off cooldown, which one do you use?). Be sure to use AW and Divine Plea as much as you can, as both provide a nice boost in damage/mana. In a situation with AoE, say trash for example, Consecration and DS should be prioritized. Yes, even with the exorcism changes, it still ranks behind all of our strikes and consecrate due to a longer cooldown and higher miss rate. You can often open on bosses with an exorcism or judgement while running into melee range, and then once you are in melee range FCFS takes over.

Quick two bits: Use Seal of the Martyr at all times, and Judgement of Light. Your Judgement of Light > other pally's JoL, and it does not generate extra threat (like it used to). Only use Judgement of Wisdom if there are no other paladins in the group.

Monday, July 21, 2008

Is Season 4 Fair? - Part 2 of "Welfare Epics"

Yeaaaah, this is late. I'm just not going to make an excuse and jump right into things. XD
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Admittedly, my article on welfare epics was outdated long before I posted it. So think of this as a bit of a continuation of that article so I can update the argument to include the newest content.

Last time, my argument was that there was some relative truth to the "welfare epics" theory. Generally speaking, the PvP gear is interchangeable with PvE gear despite stressing different functions (longevity versus instantaneous results) and the same is not true vice versa due to the resilience stat. So the new question is, if Seasons one through three were comparable to Tier four through six, what does that make Season 4? Is it unfair that there's a Season 4 available and not a Tier 7?

Now, my first instinct is to say the PvEr's got first advantage with the release of Sunwell in patch 2.4. However, before I form a real opinion, I need to compare the available gear to one another to see which, if either, is superior. I will once again compare Paladin Holy gear for simplicity's sake.

Sunwell |||| Season 4
------- |||| -----------
Armor..............8104 |||| Armor..............8055
Stamina...........207 |||| Stamina...........313
Intelligence.....194 |||| Intelligence.....192
Spell Crit.........93 (100) |||| Spell Crit.........185 (189)
+ Healing........550 |||| + Healing........397
+ Mp5.............65 (70) |||| + Mp5.............0
Resilience.......0 |||| Resilience.......136 (143)
Spell Haste.....64 |||| Spell Haste.....0
5x Red Socket |||| 4x Red Socket
3x Yellow Socket |||| 2x Yellow Socket
3x Blue socket |||| 0x Blue Socket
1x Meta Socket |||| 1x Meta Socket

It is also worth noting that there is no set bonus for having the Sunwell pieces - they aren't part of a set, I'm just comparing the two sets. The lack of slots in comparison on the S4 gear is made up by the two miscellaneous bonuses: The Glove equip which gives a +2% crit chance to Flash of Light spells, and the 4 pc bonus which gives +30% healing to Holy Shock spells.

What we see here is a relative change, but not because of the direct scale in between the gear. Only because we have, at this point, reached the highest tiers and it's gear expectation that scales terribly, not the gear itself. While you could gem for a decent amount of Mp5 to make up for the deficiency, it wouldn't be *enough* for Sunwell standards. To be honest, that could also be true for the S3 to T6 comparison. However, wearing S4 would make you pretty much set on T5 content and under - and it's arguably quite easy to get at least a couple pieces of S4.

The problem of welfare epics, therefore, is not that they're interchangeable at the same level, but that they are easier to obtain to blast through lower level content. Basically, you can skip T4 content, jump straight into T5 and early T6, and get to late T6 to Sunwell content without half the effort other players put into the work. That is the ethical issue that I, and many others, have the problem with.

Even badge gear can't be considered "welfare" as you really do have to work to get the amount of badges it takes to get similar gear. Heroics aren't easy unless you have people way outgearing it, and it's simply a lot easier to grind honor or arena points than it is to farm badges. Perhaps that's a personal opinion, but anyone can jump into a BG or make a 2's team for points - gathering a tank, a healer, and two others to do a Heroic (or gathering a 10-man raid for Kara) is a little more difficult.

What I think I'm most annoyed with is that Blizzard keeps saying they try to make PvP and PvE interchangeable, yet they failed miserably at it by introducing the Resilience stat. There really wasn't a reason to introduce it in the first place - all it really accomplished is screwing over all crit-based damage classes, such as Rogues, Mages, Retribution Paladins, and Boomkins. They all *rely* on their ability to do burst damage, especially when fighting healers. All Resilience did was tip the scales in the healer's favor for survivability - it doesn't really help any of the other classes or specs.

To answer my self-imposed question, Season 4 is not fair - at the very least, it provides near-equivalent T6 (or superior in some cases) Gloves to every class except Tanks for practically no effort. As to the answer for Welfare Epics, while I don't like the concept, I can't say I don't use them. Granted, Blizzard didn't provide me in particular much of a choice - let me know when you see some actual Retribution Paladin gear drop in PvE content. I'll start looking for the flying pigs. =P

Tomorrow, I'll start the delve into the new Paladin talents. That will be the next three posts - distinct analysis on each of the trees for paladins. Unfortunately, I won't be doing this for other classes, since I simply don't possess the knowledge for high-end talents for any other class. Though I may be persuaded to do some rough one-day analysis of particular classes and my thoughts if people really have a demand for it. Simply comment in the next few days and I'll be happy to comply!

Friday, July 18, 2008

90% of All Statistics are Made Up - "Welfare Epics"

Sorry for the tardiness on this one - this week's been rough. Rest assured there will still be another post tomorrow. Expect a continuation; this article is a bit old and written before Patch 2.4, so I don't take into account Sunwell or S4 gear. I will focus on that in particular tomorrow. Think of this as a primer. =)
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Every time I find myself browsing the WoW forums, the biggest "problem" I see peoiple complaining about is the amount of people who never get to see end game content. It's a different percentage every time I see a new thread (though the average seems to be about 6% actually seeing end-game). I can sympathize to an extent. After all, I want to see end game as much as anyone else does. But I feel there's a point that most people are overlooking.
I feel because of the ease of obtaining PvP gear, everyone seems to feel that the game is obligated to hand everything to them. The only class functions who do not benefit from this "welfare epics" system are the tanks - after all, PvP gear has no useful PvE stats for defense and avoidance. Back to my point, people don't have to progress entirely through early PvE content to see later PvE content anymore. This is only true because of the removal of all attunement requirements, from SSC/TK to Hyjal and Black Temple.
What happened when the Hyjal attunement requirement got removed? We saw an influx of PvPers wasting their way through Archimonde after having spent months at the top of Arenas. We saw all the BG farmers use their easily gained PvP items to plow through PvE content.
Allow me to take a step back again. Neither PvE or PvP is easy. At least, not at the furthest tiers. Black Temple isn't a cake walk, and neither is 2k rated Arena. At the very least, Blizzard did a good job of scaling gear requirements for both sides of the game. Running battlegrounds over and over again is much akin to running 5-mans or Heroics repeatedly. Low rated Arenas are kind of like T4 content, mid rated is like T5, and high ratings are like T6. The gear represents these comparisons.
What I have an issue with is the effectiveness of low season PvP in PvE content when the low tier gear for PvE content is practically useless in PvP. Yes, resilience doesn't matter in PvE. But often times, the other stats more than compensate for these wasted points.
Let's make a direct comparison, from the T4 gear to the Season 1. I'm going to use the Paladin Holy gear as it's the easiest to compare between and the best for my own personal knowledge to make educated statements about.

Tier 4 |||| Season 1
------- |||| -----------
Armor..............6136 |||| Armor..............6284
Stamina...........163 (169) |||| Stamina...........209
Intelligence.....164 (167) |||| Intelligence.....141
Spell Crit.........67 |||| Spell Crit.........130 (134)
+ Healing........396 |||| + Healing........257
+ Mp5.............22 (24) |||| + Mp5.............0
Resilience.......0 |||| Resilience.......124 (131)
1x Red Socket |||| 4x Red Socket
2x Yellow Socket |||| 2x Yellow Socket
3x Blue socket |||| 0x Yellow Socket
1x Meta Socket |||| 1x Meta Socket

So, basically, as expected, the S1 gear is made for survivability while the T4 gear supports longevity. While you could easily socket for MP5 and get only slightly lower amount in the S1 than the T4, the same cannot be said for the lack of resilience on the T4 (not that anyone really sockets for resilience as it is). While Blizzard has supposedly supported the interchangeability between PvP and PvE, it seems the PvP items are generally itemized better for this swap than the PvE gear is. This only becomes slightly less true at higher tiers.

Tier 6 |||| Season 2
------- |||| -----------
Armor..............7415 |||| Armor..............7415
Stamina...........193 |||| Stamina...........268
Intelligence.....173 |||| Intelligence.....166
Spell Crit.........116 (118) |||| Spell Crit.........158 (162)
+ Healing........522 (542) |||| + Healing........341
+ Mp5.............42 (44) |||| + Mp5.............0
Resilience.......0 |||| Resilience.......136 (143)
0x Red Socket |||| 4x Red Socket
4x Yellow Socket |||| 2x Yellow Socket
4x Blue socket |||| 0x Yellow Socket
1x Meta Socket |||| 1x Meta Socket

While you have more gem slots in the T6 gear, you still can't make up the deficiency in resilience. And though meeting Mp5 standards in S3 is difficult and won't be on the same par, it's still do-able. On top of this, there is much more availability in other slots (trinkets, rings, misc armor) for Mp5 than there is for resilience.

I do not claim this is an absolute truth for all specs and class combinations, but I do believe I'm onto something. Perhaps there is a truth in the Welfare Epics theory after all.

Tomorrow, I'll talk about Season 4 and the fairness of giving PvPer's the option to higher end gear than is available to PvE'ers - or whether that theory is debunkable.