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AristoiMember Since 19 Feb 2009
Offline Last Active Jul 28 2013 07:53 PM
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- Age 23 years old
- Birthday November 7, 1990
Posted Bigmoran on 06 July 2013 - 08:47 PM
Posted Feliclandelo on 28 June 2013 - 12:14 PM
I think the biggest hit I have ever taken from a Retribution Paladin, with all cooldowns used was around 125.000. That was in his PvE gear outside in durotar, so his iLvl was around 530. However he was gemmed full haste, but I asume the increased iLvl made up for it. This hit ignored armor and was purely holy. Retribution Paladins do hit hard, but do not make up numbers. I think you will easily discover that the real issue with Retribution Paladins are the setups they work well in such as Hunter/Disc/Ret. In general Retribution Paladins are not really a threat outside cooldowns, and they are very weak when targetted outside Divine Protection. But it would be nice to see a slight change towards more sustained and less burst, coupled with a bit more survivability against physical classes (Would be nice to see some kind of sword/board defensive tools in return for losing some offensive utility).
i hate rets more than i hate hunters atm
Remove the Hunter and the Ret will be a nobody. They are really easy to deal with without the Hunter. You just said yourself they synergize perfectly with Hunters, and they always had. Why do you think it is the Ret causing the problem? You can replace the Ret with a DK or a Feral and they will be equally if not better off.
Posted Feliclandelo on 28 June 2013 - 01:08 PM
in phd vs ret dk hunter its just ridiculously hard since whenever we land a trap ret has sac and we simply don't have sac.
as lsp its still way harder with a ret due to the dumb damage he puts into warlock.
As PHD vs. PHP (Just made that one up!) all you have to do is sit on the Ret the entire game. The fact that you let the Ret dispel his Priest just means you need to practice more. Throw a DK stun on the Paladin or use Silencing Shot. Most teams can do something to prevent CC on their healer, you just have to adapt.
In regard to your other complaint, a Feral, Hunter or a Death Knight can put just as much pressure into your Warlock. Retribution Paladins do not have more sustained damage than any of the others. Is it because you are losing a lot to Paladins at the moment? Realisticly when Hunters get nerfed CC wise in 5.4, you will see a drop in Retribution Paladins. I really do think you are missing the reason why you are even seeing them in the first place.
Posted dionim on 17 June 2013 - 12:32 PM
it's your tournament, you are free to do whatever you like, but i won't play on it if i can just have my spec banned
because wow is not about skill is about comps, that way if you see 3 exceptional players playing fotm, you can ban their fotm and trully see if they're exceptional playing anything else.
also having side member is always something that you want in a sport or e-sport, it makes your team stronger and less predictable.
Posted Regent on 09 April 2013 - 06:30 PM
When War/Dk/Hunter are OP, pallies representation skyrockets.
I wish they made bubble not usable in arena, and then made us a real class to compensate.
Posted Nightmonkey on 02 April 2013 - 12:41 AM
The guides that are currently stickied to the top of this Forum are more of a history lesson than anything else. I thought it would be a good idea to post an up to date one. If this guide looks familiar, it's because I used the same format that Vanguards used for his Ret guide. I found Vanguards' guide very helpful and well laid out, so hopefully he doesn't mind.
What changed about Holy in 5.4 for PvP?
Holy got a few buffs in 5.4. Overall none of it is drastically game changing.
Divine Plea no longer reduces your healing by 50%. Bout time.
Illuminated Healing (mastery) no longer procs from hots. Minor nerf to Eternal Flame.
Guardian of Ancient Kings has a lower cooldown and copies your healing onto your target.
Holy Insight now increases Eternal Flame and Word of Glory by 50% (up from 25%)
Holy Shock's mana cost reduced by 50%
Judgment mana cost up to 12% from 5% of base mana
The highlighted talents are the most commonly used talents for Holy Paladins. This is not a definitive selection of talents as they all have their different uses.
Speed of Light: the best choice in my opinion. This talent provides a burst of speed that is not on the GCD and can be used while silenced. This means that you can always use it exactly when you need it.
As Holy you won't always have the GCDs to spare to get a sprint through Long Arm of the Law when you really need it. Pursuit of Justice is nice as well but in my experience it won't save your life or help you get into range to land HoJ like Speed of Light will.
Fist of Justice, Repentance, Evil is a Point of View
I've lumped all of these into one category because they are all viable. The biggest thing you need to consider when you choose one of these is what CC's your team currently has, and which of them share a DR with your talent choice.
Ideally you want to choose a talent that does not share a DR with your team's main sources of CC. For example, if you are playing with a Warlock you probably shouldn't use EPV. Repentance is questionable too because it breaks on damage, and Warlocks like to dot things up. In this case Fist of Justice would probably be best.
This is the train of thought that you should go through each time you play a different comp.
Eternal Flame: This is the one to get.
Sacred Shield: Even with the changes to Sacred Shield in 5.4, I typically do not use it. This is a complete flip flop from what I used to have in this guide. I used to think it was great until I started using Eternal Flame more often, now I never want to use anything but Eternal Flame. I can't really think of a situation where Sacred Shield would be preferable to Eternal Flame.
I do not recommend Selfless Healer to Holy Paladins. This is because of all of the spread damage going around, the increase to Judgment's mana cost, and the fact that you need to spend 3 GCD's before this talent really kicks in. Any good Warrior will use Thunderclap to spread Deep Wounds, and that damage alone will eventually put you behind in healing without Eternal Flame.
Clemency: the preferred choice most all of the time for me. This talent allows you to give freedom to your team mates, yet still have 1 charge available to you in case you get switched to. It also allows you two get out of jail free cards against CC that breaks on damage through Hand of Sacrifice. Also with 2 charges on Hand of Protection you should almost never find yourself coming up short on immunities for yourself or your team mates.
Unbreakable Spirit: The change to this ability puts it on par with Clemency. This is the talent to use if you are having trouble with wizards, or you are simply getting trained a lot. This is something you will benefit from changing on a game by game basis depending on what will help the most.
Hand of Purity: also a viable choice, though not one I typically recommend. It is a highly specialized talent that is only really useful against teams with more than one DoT class. The 10% damage reduction that they added to it in 5.2 doesn't even begin to make up for all the utility you lose from not using Clemency. This is a talent you will only use against certain teams, but in those specific situations it can really shine.
Divine Purpose: a really strong and random talent. Sometimes it will proc exactly when you need it, sometimes it won't. It can completely turn games around if it procs back to back when somebody is low, which seems to happen frequently because of its high proc chance.
Holy Avenger: also a very strong talent, but it is not random. This talent is for somebody who does not like RNG and would prefer on demand burst healing with a cooldown. I typically choose this talent for RBG's and sometimes for 5v5. This talent gives you another button to press when things really start getting wild.
I have experimented with Sanctified Wrath in the past, but I do not feel like it is as strong as the other two. I think Holy Avenger provides better controlled burst healing, and Divine Purpose will probably do more for you over the course of a match.
Holy Prism: the only real choice for PvP. The cooldown on the other two talents is far too long for them to really be viable. Be careful not to use it on a friendly target if they are standing near an enemy player that is CC'd by something that breaks on damage (Freezing Trap, Polymorph, etc) because the Prism will break them out of it. Try and make an effort to use this on an enemy player whenever you can because it actually does a ton of spread healing. This is especially important/useful in RBG's.
Light's Hammer might be useful since 5.2 added a snare to it, so it works like a 14 second AOE snare. If you feel like you don't need the superior healing from Holy Prism you might find this useful as a kiting tool. Execution Sentence used to be a cool talent until they changed PvP Power to not benefit healer damage. The new dispel protection on it makes it more attractive, but I still would not recommend it.
Beacon of Light (highly recommended) - I always use this glyph. It is amazing.
Flash of Light (highly recommended) - Gives a nice little boost to your next heal after flash.
Divine Protection - Use this as your third against any double physical damage team.
Glyph of Devotion Aura - If you are not playing with wizards, this is a strong choice
Gems / Enchants / Stats
Priorities for Stats:
This is an area of a lot of discussion and debate for Holy Paladins. I would actually like some input here, but I will try to present several options as best I can.
Intellect and Spirit are your two main stats. You want both of these stats on most of your gear. Paladins don't really have mana troubles these days. They do have troubles with getting chain CC'd though, so you want whatever few heals you can get out in between CC's to be strong.
Mastery and Crit are the two secondary stats that tend to attract the most controversy. After experimenting with a Mastery setup and a Crit setup, I think Crit is probably superior. The sheer number of procs you get from Holy Shock really starts to feel mandatory in today's arena environment.
I feel like Haste deserves a mention as well because Paladins have a fair amount of abilities that benefit from it. Sacred Shield, Repentance, Blinding Light, and every casted heal all benefit from Haste.
At the end of the day, whatever feels best to you is what you should do. After personally trying full mastery, full haste, and full crit, my personal opinion is that crit seems to be the best.
PvP Power and Resilience:
Blizzard turned PvP Power and Resil on it's head. The gems have been severely nerfed and your base PvP Power and Resil will mostly come from your PvP gear. Your weapon and trinkets are your most important pieces for these stats, use the PvP pieces in these slots.
Meta - 432 Spirit / +3% Critical Effect or your personal preference
Red - 160 Intellect
Yellow - 80 Intellect / 160 Crit (or Mastery)
Blue - 80 Intellect / 160 Spirit
Shoulders - 200 Intellect / 100 Crit
Back - 180 Intellect
Chest - 200 Resilience
Wrist - 180 Intellect
Hands - 170 Mastery
Legs - 285 Intellect / 165 Spirit
Feet - 140 Mastery / Run Speed
Weapon - Jade Spirit
Off Hand - 165 Intellect
This is where the personal preference and a lot of debate comes in. I used to prefer to reforge out of Haste/Crit into Mastery. Now I do the opposite and reforge into crit. I reforge into Spirit wherever I can, though I think it's just one ring and your weapon where this is possible. It's hard to go wrong really.
Viable Holy Comps
Once again I think Holy Paladins are kind of in a rough spot this season. I don't think they're the worst but they're definitely not the best either.
To be honest I haven't played very much this patch, but it looks like your best option will be to make friends with a good Warrior if you haven't by now. Once you have that taken care of, add in just about anything else and you have something that has potential to get to high ratings.
Some of the most notable Paladin comps in no particular order:
General Arena Tips for Holy Paladins
Make sure to keep rebuffing Might/Kings as long as your team is above 85%. In 5.3 the mana cost came down on these buffs significantly, so this is even easier to do now.
Prioritize dispels on your most supportive classes. When your team is going offensive make sure to dispel CC that is "full" to maximize uptime for your mongoloid team mate.
Also just be really vocal with team mates when you don't have trinket or bubble, letting them know the other team is about to swap onto you before they do could really change the outcome of their swap.
I don't use a ton of macros, but I find the ones I use to be absolutely essential. I'll put a couple here, maybe someone will find them useful.
Mouseover Cleanse & Self Cleanse
/cast [target=mouseover, exists] [help] [target=player] Cleanse
/cast [target=Player] Cleanse
My personal Preference is to use a Mouseover macro for cleansing. You hover over somebody's raid frame, name plate, or character and then use this macro. I didn't like how it behaved when I tried to self cast it, so I made another macro and bound it to ALT + my cleanse binding. You can replace Cleanse with any other ability in this macro if you like how it works.
Psyfiend Turn Evil
#showtooltip Turn Evil
/targetexact [noharm] Psyfiend
/use [harm]Turn Evil
If you're too lazy to manually target the Psyfiend. I don't actually use this one, but some may find it useful.
#showtooltip Devotion Aura
/cast Devotion Aura
#showtooltip Hand of Sacrifice
/cast Hand of Sacrifice
The purpose of these macros is to stop whatever your character is currently doing and cast a more important spell. This is usually only used for very important spells that are time sensitive such as Bubble, Devotion Aura, Hand of Sacrifice, etc. It makes sure that the important spell goes off when you press the button, no matter what else your character may be doing.
Adding Party1,2,3 targeting support to your macros
Personally I do not usually use this style of macro, but they are very useful and considered by most to be the proper way to use macros. The idea is that for some (or all) of your abilities there are 2 to 3 different binds that cast the same spell, but on a different person.
Here is an example:
Let's say that R is bound to Cleanse. Pressing R will cleanse your target if you have one, or will cleanse yourself if you have no target. Now let's say you want to change things up and use a Party1,2,3 macro for cleanse, so you bind R to this macro:
/cast [target=Party1] Cleanse
When you activate this macro you will always cleanse the first person in your party, no matter who you are targeting. So at the minimum for 3v3 also need a macro/binding to cleanse your other partner and yourself.
Now that you know how the Party1,2,3 macros actually work, here is how you apply them. Arena1,2,3 macros work exactly the same way to target your opponents, so just replace "Party" with "Arena."
/cast [target=Party1] Any Spell Here
I felt like Holy Paladins deserved an up to date thread covering some of the basics. The purpose of this guide is to help new and returning players that may not know what a lot of the new stuff does.
I welcome any constructive criticism or additions. This is not intended to be a flawless and complete guide, just the basics. I'm not claiming that my word is gospel or that I am the best Paladin, this is only intended to be a basic helpful guide - so please don't flame.
If you liked what I had to say, you can follow me on Twitch, but I don't stream that often:
Posted Mystzr on 21 March 2013 - 07:02 PM
It starts with my last recorded game on cyclone before going for rank 1 at the end of season 12 on my under geared warrior.
All games from the rank 1 push are WMD.
Thanks for watching and I hope you enjoy the video.
Ellie Goulding - Figure 8 (Xilent Remix)
Rusko - Pressure (Original Mix)
Two Steps From Hell - SkyWorld (SkyWorld)
Submatik - Stories Can Wait
Halo 4 - Green & Blue (KOAN Sound Remix)
Posted flannelsoff on 17 March 2013 - 07:38 PM
Posted Bigmoran on 09 March 2013 - 09:32 PM
donate to paypal pls amhai i need money 4 the BOMB ASS DANK ASS
Posted majorblood on 09 December 2012 - 07:53 PM
Posted Smygenv on 11 December 2012 - 06:06 PM
Posted wodeta on 11 December 2012 - 10:11 AM
First of all when i said about ur CCs not sharing dr i was talking about you HAVING 3 CCs on diferent DRs, no other class have that.
Second "They don't do well at kfc, no one is "doing well", really? on my BG theres like 5 differents KFC with 2400+ and thats only in my BG, srsly?
Posted Justwoo on 11 December 2012 - 09:27 AM