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Protholy Paladin Tips - Go Prot!


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#1 Destluck

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Posted 15 June 2009 - 03:47 PM

Protection Spec Paladin Healing “Prot” Tips

Before you continue any farther than this understand that I am 2300 in 2s with an Arms warrior, 2400 in 3s with the same warrior and a mage. I couldn’t get glad last season with a DK and this is only my second season doing arena. I consider myself an exceptional PVPer in the prot-healing spec and feel that it fits my style. I’m writing these tips to help other paladins convert to Protection spec healing. I want you to understand the Pros and Cons of this spec and how to use them to your advantage. I feel that this should be the most prevalent spec in Paladin healing in 2s and should have representation in 3s as well.

So You Think You Can Tank

And heal. That is the first way you have to look at this spec. You are passively defensive with the ability to heal for great amounts. I suggest actually learning tanking mechanics of the Prot tree before attempting this spec, understanding how the Prot abilities work will help you with controlling the match. Controlling the match will help lead you to victory.

Pros/Cons

Advantages: Big heals with a short cast time. A high damage burst + silence with a short cooldown on Hammer of Justice. More health and damage mitigation. A 30% damage reduction when under 35% health. Sacred Shield absorbs a very large amount of damage. Permaplea’s infinite mana.

Disadvantages: No instant heal. Susceptibility to interrupts. Easy to counter if the other team understands how to make divine plea run off or take advantage of the healing penalty. Less crit and haste. Limited to a certain number of partners.

Identifying Your Play Style

Are you a ret mentality healer like myself? Do you believe you should help to blow up DPS and keep the other team on the defensive? Or perhaps you are more a defensive minded, sit back and win on mana type of player. Knowing how you play will be key in venturing forward with this spec. Knowing when to change your play style will be key to success.

Center your game around being offensive or defensive then understand how to play the other way if the match requires it. Once you know what you want to do specifically, you will be able to succeed where others have failed. Inside and outside the arena, you have to know what to do to be successful.

Gear, Gems, Enchants

Rule of thumb is full PVP gear is the way to go. Stamina benefits your SP, survivability will help versus any class that gets on you. The difference in Prot Spec Healers is the way they gem, which stats they feel are more important. The same goes for their enchants.

Spell Power – If you like to keep pressure on an opponent then I suggest going full SP like myself. I have 2812 Spell Power with kings and my heals crit for 10k on targets within my auras. SP also helps Sacred Shield at a rate of 0.9*SP.
Haste – Some more defensive minded players will go for as much haste as the gear permits. Haste makes your heals land faster, reduces your GCD for cleansing and lets you proc your seal more often if you are in melee range of a target.
Stamina – Some other defensive players stack Stamina in an attempt to outlast any and all opponents by making their health the primary obstacle to beat. I do not recommend this route.
Hit Rating – Avenger’s Shield and Hammer of Justice missing can and will cost you a match. I suggest getting near hit cap to alleviate these worries.
Critical Strike Rating – Crit is not a primary concern as Sacred Shield proc’ing will give you 50% extra crit on whoever needs healing. If you can get it and nothing else is available then get it. Otherwise don’t gem or enchant specifically for Crit.
Intelligence - Intelligence improves critical strike rating and the mana return from Divine Plea and Seal of Wisdom. It is a route that I wouldn’t suggest but is affable for players that intend to win solely on mana effiency.

Talented Paladins

I am currently using the following build.
http://www.wowarmory...000000000000000

I chose Reckoning over Redoubt and Anticipation. If I am targeted and reckoning procs it allows me to generate twice as many seal strikes. Seal strikes can help your mana efficiency, keep you healed, or do damage to a target.

I also choose Hammer of the Righteous over one point in Divine Intellect. This relates to my play style as Hammer of the Righteous can proc extra seal strikes which can lead to (in some cases) four seal of wisdom procs on a group of targets netting 1800 mana on a 6 second cooldown.


Redoubt can help you handle small damaging attacks, anticipation can help you deal with melee. I used these before and am currently using reckoning on a trial basis. Keep in mind your Shield Block Value in this spec is very low and the 30% you gain from Redoubt amounts to around 50-60 SBV.

Glyphs
Avenger’s Shield – Increases the damage of AS by 100%. This can lead to a 5-6k critical strike that silences a healer for 3 seconds. This can and will decide close matches.
Salvation – Turns your useless hand spell into a 20% damage reduction spell. It is useful, I could imagine a spec without it though.
Flash of Light – 5% critical strike chance for a glyph slot is hard to pass. I know what I said about crit before but you’re giving up a glyph in this case, not SP or Haste.
Turn Evil – Death Knights are my worst enemy and tear me to shreds when gargoyle is out. I am tempted to drop FoL for Turn Evil so that I can deal with gargoyles easier. Also helps versus UA warlocks who are going for a kill, fear the felhunter and heal your partner.
Blessing of Kings – Reduces mana cost of BoK by 50%, helps you to put BoK as a trash buff over Divine Shield, Sacred Shield, etc.
Of the Wise – Reduces mana cost of seal of wisdom by 50%, allowing you to swap to the seal easier to try and melee your mana back up.
Sense Undead – Increases your damage versus undead. Not the most exciting, but it’s the best left.

What Seal Do I Use?

Seal of Justice is not the best seal for a protection spec paladin. The reasoning behind this comes down to one very loud fact. RNG wins a fight randomly, skill wins a fight always. SoJ has a very low proc rate and it is hardly situational. I haven’t used it since the first week of the season.

So this raises the question, what seal should I use? My answer to this question is all of them. Well, not Righteousness or Justice. But using each seal in particular situations will help you win close matches.

For example: You have a Warrior attacking you with Taste For Blood proc’d, you need to heal but if you cast you will get the unrelenting assault debuff. What can you do? Seal of Light. Seal of Light will heal you for ~400-550 on chance on melee hit. This is the Protection instant cast heal and it can proc off of special attacks. Mixed with Judgement of light and Argent Defender and Sacred Shield you will be very hard to take down at low health.

So what is a basic strategy for which seal to use? Well, here is a list of my rules of thumb.

Seal of Wisdom – Best used versus Druid/Priest teams, has priority if mana is becoming an issue and your opponent is dealing more damage than can be mitigated with Divine Plea up.
Seal of Light – Best used when you are in mono e mono situations with a melee DPS class and in some cases ranged DPS classes. Whack a fel hunter to outplay a Warlock’s DoTs. Not advisable versus rogues.
Seal of Vengeance(Corruption Horde Side) – Best DPS seal you can use. If you will win on mana and you need to kill something this is the advisable seal if you don’t need light. This is also very good versus Priests, Paladins and Rogues. Any teams with priests and paladins will hate Seal of Vengeance because if you stack it up on someone then stun them, it acts as dispel trash. It is as hard to cleanse as Polymorph.
Seal of the Martyr (Blood Horde Side) – Best used situationally. Ideally against mages who are casting polymorph, you can break the polymorph with a judgement cast at the end of the polymorph. This has high potential to not work, but if it does you can skip the 10 second duration polymorph. In theory this can also be used to break other CCs but you’d have to be very lucky.

The best players will always use every available resource to win. Do not limit yourself to one seal based on a glyph or ideal.

Auras

A quick rundown on which auras to use and when to use them. This is mostly straight forward but might have something you didn’t think about.

Devotion Aura – Useful versus any physical damage dealing class, good for defensive minded players or if you have partners in cloth armor. Personally I only use this aura versus BM/MM hunters and occasionally versus Ret Paladins.
Retribution Aura – The gravy of having a large amount of SP. Retribution aura is the bane of all melee’s existence and your SP will make it even more so. I run this aura almost always versus melee classes. Exception: Death Knights.
Concentration Aura – Useful in 5s if you have casters, useful in 2s and 3s used with Aura Mastery. I’ll provide a macro for this later.

Shadow/Fire/Frost Resistance Aura - Shadow versus DKs with Bone Armor + Named Ghoul, UA Locks and occasionally against disc priests who have low spell penetration to resist fear. Fire versus survival hunters who still haven’t figured out Spell Penetration, Destruction Warlocks, Elemental Shamans. Frost versus death knights without a named ghoul and bone armor and mages with ice barrier up. Frost/Fire can be used versus arcane mages to resist some damage from Fire Blast or Nova+Cone of Cold.
Crusader Aura – The best of all the auras especially when used with Aura Mastery. You do this and you are sure to win! ^_^

Playstyle

Offensive play styles that I use require that I’m in the middle of the action. This can prove useful and bad in different situations. A lot of the tips I’ll include here are common knowledge but need to be paid attention to especially in this spec.

- Be close to but not on top of melee who can interrupt you and be aware of when they move towards you if they are attacking your partner. Roundhouse kicks to the face versus rogues when they’re burning down your partner are not fun.
- Know how to juke, know how to tell if they expect you to juke, don’t juke yourself to death. Versus Death knights I recommend a stopcasting cast cleanse macro.
- If a death knight misses his mind freeze it can still hit. What this means is start cast, stop cast, wait. If you start another cast too quickly, his missed interrupt will hit the beginning of your next spell.
- You can eat around two mana burns at a time with divine plea up, but you need to LOS and interrupt as many as you can. Two mana burns in every twenty seconds would be ideal to running the priest OOM while you keep your mana up.
- If you are about to die, don’t worry. We have an automatic damage reduction that most classes have to have a cooldown for. This 30% damage reduction with sacred shield will make the last 35% of your health a burden on your opponents. Using Hand of Salvation will make it even harder to kill you and sacred shield will be proc’d for longer allowing more critical strike flash of lights.
- If you can, make the other team cry. Go close to OOM versus a Druid and let him innervate and then use Permaplea to end up with more mana than him. This requires knowledge of whatever class you are facing and a defensive mindset. Seal of Light and Judgement of Light heal for 100% when divine plea is up, use those to your advantage with plea.
- Know how to use divine plea effectively and how to play through damage when it is up. Versus a death knight run like hell and spam cleanse, use seal of light and judgement of light. Versus a rogue use holy shield and try to make sure you face him. A partner’s defensive CDs are handy when Divine Plea is up as well. Sacred Shield proc’ing keeps Flash of Lights rolling at 5k per application so you can keep your partner up for around twenty seconds with Divine Plea up provided you are not CC’d and he was at full health to start.
- Make certain that your partner understands your weakness of having no instant cast heals. He needs to be aware of where he is relative to you and know how to get back out to you if need be. He needs to run back into your LOS, not directly on top of you. This leads to focus interrupts.
- Use Hammer of Justice every 22 seconds. This allows for six seconds of stun, fifteen seconds of diminishing returns and a one second buffer. I’m not saying to always use HoJ when it is up, but if you need to train multiple stuns in a row, be aware of the DR.
- Use HoJ + Av’s Shield whenever they are up to pressure your opponent then stop using them until it becomes more strategic. Avenger’s shield costs a large amount of mana that you won’t get back easily. Use it conservatively.
- Hand of Sacrifice or Divine Sacrifice if you anticipate a blind or polymorph. Blinds will usually follow the use of a trinket when your partner is at 40%~ or less health, so a macro to trinket + divine sacrifice is a safe bet versus rogues.
- Learn about the classes you face and know what to expect that isn’t the most obvious.
- Versus Priests you can kite shadow fiends by jumping off a ledge to make it pathfind around to you, stun the shadow fiend and also have your partner taunt it and you taunt it back to keep it from attacking anything. Mana wins a lot of games.
- Only HoJ a ret paladin after he casts freedom (doy).
- Grounding totem + Purge can be your biggest enemies. Make sure to hit the grounding totem before stunning and make certain that sacred shield is up on whoever is being focused, keep putting it up until they stop trying to purge it.
- Sacred Shield provides great utility and kiting a melee class with Sacred Shield up can reduce their damage output by 25% if stationary or more if moving.
- Judge Justice on Druids and Rogues, then whatever else on other classes at your discretion. Justice on Ret Paladins helps kite them.
- Be aware of when interrupts are up and fully cast if they are waiting for a juke (i.e. they don’t bite on the cast immediately). A very good way to force an interrupt is to start a holy light then stop it 1/3 of the way. No one wants to see a holy light go off.
- You can win matches when you go OOM, and you can kill priests when you bubble and they’re mass dispelling you.
- Dictating the pace of a match will help you win a match. Using your CCs in a way to keep the opposing team playing in a way that you can handle and/or overpower will grant you easy victories.

Add-Ons

I recommend the obvious addons like Gladius, Grid/Healbot (something to assist with healing, buffs debuffs), Decursive, a Bar Mod if you like to declutter your screen, OmniCC for cooldown counters. A very important addon that I recommend is Interrupt bar found at the following link.

http://www.wowinterf...terruptBar.html

Interruptbar will make life easy versus anyone with an interrupt. Lets you see the CD of the interrupt. I set it up in the following manner.

/ib scale 4.3 (so it goes across most of the screen)
/ib lock (if it is locked this will let you move it)
Move it to the top 2/3 of your screen and center it
/ib lock
/ib hidden

This will show interrupts when they are cast and then they vanish when they are back off CD. If nothing shows and you’re facing an interrupt you know that you may need to juke. If you see something then you can freely cast until it disappears.

I also recommend Power Auras to help you see if an enemy has a certain buff (Divine Shield, Anti-Magic Shell, Icebound Fortitude, Ice Block, taste for blood, berserker, pain suppression etc.). It also can be used to show you when your bubble is up so if it gets mass dispelled you immediately know that the mass dispel worked. Not to mention it helps you to see if you are missing Blessing of Kings, Righteous Fury, etc.

Useful Macros

Concentration Aura + Aura Mastery
#show Aura Mastery
/cast !Concentration Aura
/cast Aura Mastery
[Turns conc aura on+off if it’s already on, just on if it is currently off]

Hammer of the Righteous + Shield of Righteousness
/castsequence reset=target Hammer of the Righteous, Shield of Righteousness
[Both attacks in one button, changes to Hammer of the Righteous when you change targets as this ability grants extra seal procs, you don’t need the reset]

Stopcast + Cleanse
/stopcasting
/cast Cleanse
[The juke DK macro I mentioned]


Who Should My Partner Be?

Melee. Most melee classes compliment this build including feral druids and rogues. Plate melee will work best because of mitigation of plate armor (rogues get torn up pretty hard). In theory you could run with Mages and Warlocks, sacred shield + Devo Aura would help to defend them. But it isn’t a very reliable method.

The best possible partner would be a Death Knight, preferably Frost. Their defensive CDs and ability to counter any class make them good for any healer but divine plea with those defensive CDs would be key to winning a mana fight.

I run with an Arms Warrior and the commanding shout helps me quite a bit as it increases my 35% threshold.

Go Prot

So if I haven’t convinced you yet that Prot is the way to go, that’s alright. I expect you’ll come to your senses in time. The drawbacks are limited compared to the advantages and it is a much more fun spec to play in compared to Holy. I hope that this information was useful and not just a wall of text. If you have any questions stop by Server US-Greymane and look up Destluck. I welcome any questions from anyone interested in the Spec and will provide whatever information I can that I didn’t provide here.

Thank you, and have a wonderful Prot-Filled Day!

TL:DR – Well then you suck. Because I wrote 3100 words of the best Protection Paladin advice that these forums have to offer. If you wanna go Prot spec Healing, then I suggest skimming it over. It’s a lot more fun than you would guess from the outset.
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#2 Maximant

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Posted 15 June 2009 - 09:32 PM

Nice guide, only thing to argue about is the spec. But a good for new starters.
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#3 Meloz

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Posted 16 June 2009 - 02:56 PM

Stamina – Some other defensive players stack Stamina in an attempt to outlast any and all opponents by making their health the primary obstacle to beat. I do not recommend this route.

Rule of thumb is full PVP gear is the way to go. Stamina benefits your SP, survivability will help versus any class that gets on you.



How exactly does gemming for stamina make you a "defensive" player? you think that extra spell dmg you get from gems improves your dmg by alot or what?

and for the gear part, if you have access to 4 tier 8 set pieces the bonus is godly
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#4 Vlada

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Posted 16 June 2009 - 04:05 PM

why did they put 20 sec off CD on hoj deep in prot in the first place? they want prot pvp viable?
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#5 zyox

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Posted 16 June 2009 - 04:50 PM

why did they put 20 sec off CD on hoj deep in prot in the first place? they want prot pvp viable?


blizzards had this attitude where there should be "no spec limited to pve/pvp." however, you can't tell me prot was intended to be played as it is being done so(in healing gear as a healer).
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well right now on armory it has the gladiator head icon for my 5s, so i would assume that means gladiator. Ofc it will change later in the season, but for one night going from 2208 to 2416 with 44-3 record, i'd say we can still make the cutoff


#6 Maximant

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Posted 16 June 2009 - 06:11 PM

why did they put 20 sec off CD on hoj deep in prot in the first place? they want prot pvp viable?


To be fair you can stun a few mobs in Heroics/Naxx!!!

And it used to interrupt so that may have been another reason.
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#7 Destluck

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Posted 16 June 2009 - 09:53 PM

Melkoo, I said at the start that this is MY belief. The 4pc T8 set is great, but you lose your resilience and stamina and you are forced to Gem/Enchant towards it in such a way that in 4pc Furious you'd have 500 more SP and 2k more health. That, and purge beats you. Instantly, always.

Stamina makes you defensive because it means you don't want to be focused and you want to have more of a health pool to work from if you are. Gemming for Stamina is fine when your gear is still bad but I don't recommend it when you get full blow furious.
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#8 Destluck

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Posted 16 June 2009 - 11:51 PM

Decided to mess around and found that Glowing Twlight Opals make you lose 5.5 SP compared to a Runed Scarlet Ruby and you gain about 15 Stamina.

But you would be gimping yourself using these, it would be better to do 50/50 Solid Sky Sapphire/Scarlet Runed because you don't lose the half spell power per Glowing Twilight.

I'm actually thinking about Pure Stam now because 3190 Health can be gained at the cost of 103 SP.

Or.. 1800 Health for 45 SP.

What do you guys think?
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#9 2Cute2BeStr8

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Posted 17 June 2009 - 02:21 AM

Some nice macros that I'll definitely be copying/using to juke dk's. The cleanse thing is awesome. I'd take one handed over reckoning and I also get SA because in 3's/5's sometimes you get heals. I really wish I knew a sure fire thing for gems/such. I know its not SP/Int/Crit though. Also the best 3's comp would be nice to know.
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#10 brewkz

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Posted 17 June 2009 - 02:34 AM

I couldn’t get glad last season with a DK ... I consider myself an exceptional PVPer


Anyways, people should stop making posts about holy being weak in comparison to the other specs. Prot is maybe more scrub friendly, but in the end holy is more versatile.
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#11 Destluck

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Posted 17 June 2009 - 02:35 AM

I don't know why you said you know its not SP >.>

My 3s comp is Arcane Mage + Arms Warrior + Prot Pally Healer.

Sacred Shield on Arcane Mage = Win.

He constantly has maxed out Incanter's Absorption.

As for the gems, I mean. I don't think I need 30k Health because I can fight fine without it and I like being the target sometimes. Helps me control a fight :)

I'll add a few macros in a bit, I made some on the other forums.
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#12 Slaughterz

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Posted 17 June 2009 - 02:55 AM

Melkoo, I said at the start that this is MY belief. The 4pc T8 set is great, but you lose your resilience and stamina and you are forced to Gem/Enchant towards it in such a way that in 4pc Furious you'd have 500 more SP and 2k more health. That, and purge beats you. Instantly, always.

Stamina makes you defensive because it means you don't want to be focused and you want to have more of a health pool to work from if you are. Gemming for Stamina is fine when your gear is still bad but I don't recommend it when you get full blow furious.


Playing pally/war your pally should'nt want to be focus'ed....if you can keep your war up then he will love the attention, having full rage bar the whole game, and Sweeping strikes Bladestorm is GG when there both on your war.
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#13 2Cute2BeStr8

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Posted 17 June 2009 - 03:01 AM

I don't know why you said you know its not SP >.>

My 3s comp is Arcane Mage + Arms Warrior + Prot Pally Healer.

Sacred Shield on Arcane Mage = Win.

He constantly has maxed out Incanter's Absorption.

As for the gems, I mean. I don't think I need 30k Health because I can fight fine without it and I like being the target sometimes. Helps me control a fight :)

I'll add a few macros in a bit, I made some on the other forums.


I meant that I know I'm not suppose to socket spellpower. You are right however I like to be the focus sometimes. Wow an arcane mage that could be really interesting. Forces them to focus on mage pretty much. Really good CC. Good lockouts. Slow. Amazing damage. I'll look into that absorbtion talent.And look at your comp. For you to take the time to post this may mean your pretty good :D. I mean I was at 2400 but my BG is pretty freaking horrible and we facerolled. Now as ret pali/arcane mage/ warrior we're getting recked. Also which one of those specs is your mages PvP spec? The one with improved armor or the one with shatter. I'd assume the one with the shatter combo that would be very interesting to try.
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#14 wildmongrell

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Posted 17 June 2009 - 04:13 AM

Here is my PoV since ive played this spec for a long ass time now. You want to stack as much stam as you can. This allows you to be untargetable and gives you alot of spell power as well (also if you fuck up and get kicked you have somthing to roll back on without blowing a cooldown). If you do this correctly you should be at 2.9k spell power in full pvp gear.
As for the play style itself. This isn't a damage build if you want to do damage do the 37/0/34. Getting the AS glyph is retarded you lose a silence on 2 extra targets so you can hope you get a crit with your 10% crit chance? def not worth it.
Any free chance you get you run up to the healer or what you can (unless priest duh) and you start to auto attack for those SoJ procs (the proc chance isn't low). The fact it doesn't share DR with hoj lets you stun lock someone for a good 10 seconds.
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#15 lohpally

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Posted 17 June 2009 - 04:40 AM

glyphin for AS is actually good bcz it enhances its based damage too, your almost always silencing the FF target and enhancing damage by about 2k is alot and adds a ton of pressure, i do agree though that stacking stamina is the way to go, having a chain silence is hardly viable since nobody is ever standing close at the good time to do a bounce.
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#16 Destluck

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Posted 17 June 2009 - 04:52 AM

Here is my PoV since ive played this spec for a long ass time now. You want to stack as much stam as you can. This allows you to be untargetable and gives you alot of spell power as well (also if you fuck up and get kicked you have somthing to roll back on without blowing a cooldown). If you do this correctly you should be at 2.9k spell power in full pvp gear.
As for the play style itself. This isn't a damage build if you want to do damage do the 37/0/34. Getting the AS glyph is retarded you lose a silence on 2 extra targets so you can hope you get a crit with your 10% crit chance? def not worth it.
Any free chance you get you run up to the healer or what you can (unless priest duh) and you start to auto attack for those SoJ procs (the proc chance isn't low). The fact it doesn't share DR with hoj lets you stun lock someone for a good 10 seconds.



You don't have pure Stam in your gear and your Meta is MP% with crit healing.

I don't .. understand.
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#17 Destluck

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Posted 17 June 2009 - 05:41 AM

Anyways trying out purestam with exception of my Stormjewel which I will change if this experiment works out.

Sitting at 29k health with a 100 SP trinket or 30.4k health with a 111 stam trinket on.

Figure I can swap between 2s and 3s which trinket I use.
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#18 Destluck

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Posted 17 June 2009 - 05:56 AM

So I was messing around with excel and found this out based on my new numbers.

Sacred Shield absorbs 3113, in theory.

My 30% Damage Reduction kicks in at 11458 health and effectively gives me 4910 extra health.

Combine this with my health and these numbers represent my effective health and the DPS required to kill me in 6 second chunks (based on Sacred Shield)

Effective Health---------DPS
40763.55------------------6793.925
43877.25------------------3656.4375
46990.95------------------2610.608333
50104.65------------------2087.69375
53218.35------------------1773.945


Pretty nifty ^_^
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#19 Meloz

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Posted 17 June 2009 - 11:04 AM

how can you consider urself an expectional pvper if you didnt even manage to get glad with a dk? really..:)
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#20 brewkz

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Posted 17 June 2009 - 03:12 PM

Alright man honestly you play with a warrior any team that goes after you is going to have fucking downs stop talking about how much health you have.
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