I have been testing a little bit with the different seals and I would like to share my thoughts. Whatever people may say about Blizzard and their treatment of the Paladin class, I think they have done something rather special with 3.2. I believe it is a very very good thing that people do not know which seal to use. If there were one obvious choice for every situation then why not just use that one seal? Why even pretend like X seal is useful if Y is better in every way?
Our seal choices (speaking only for ret of course, the other spec's choices are obvious) are as follows:
Righteousness (SoR)
Vengeance/Corruption (SoV because I am alliance)
Command (SoC)
Each of these gives the user a unique playstyle, however subtle the differences may be. They are present. Let us go through them one by one so not only to be thorough, but to allow each of them their due respect.
Righteousness has been the underdog since I can remember. It is the first seal you learn, but it is discarded rather quickly when you come upon SoC (though after this patch who knows). Personally, I enjoy this seal of alot for a few reasons.
1: The damage is consistent and it cannot be dodged/blocked/parried (in contrast with SoC).
2: You can glyph and talent for it (which opens up Unyielding faith in Holy. An AMAZING talent).
3: You can hard switch because the damage does not depend on a dot to be up (contrast with SoV)
4. The AoE damage is consistent because of #1 which makes this very useful for cleave comps.
5. The judgment damage is almost on par with SoV and way more than SoC
The downsides you might ask?
1: It cannot crit, which in pvp does not make much difference because its chance to crit would only be somewhere around 12-13% anyway so who cares?
2: You HAVE to glyph/talent for it. By doing so you are losing some of the deeper prot talents that are useful like 6% damage reduction, better shields + 40 second stun cooldown (instead of 60).
So this comparison has outlined some of the differences between the 3 seals so it is therefore not necessary to do this twice more. I will throw some more info out there that I did not mention above. SoC can crit, but as I said up there it can be blocked/dodged/parried. DKs have a lot of parry so I can forsee some frustration with that. SoV can be glyphed so as to give you 10 more expertise. Not bad at all when everyone in the game has 5% dodge and many have 5% parry as well. Gives an overall dmg boost to all your attacks.
On the subject of SoV, it warrants its own little section here. SoV does more damage on the seal and judgment plus it has a dot that is just icing on the cake. The downside of course is that it takes FIFTEEN seconds of face time with your target to get this damage to ramp up. That is a lifetime in pvp my friends. And with the amount of time I spend twiddling my thumbs while freedom is down, this will be very frustrating.
Another downside of SoV is that it does basically no aoe damage. SoR/SoC both proc no matter what debuffs are on the target, so when I divine storm a rogue and warrior who are on my partner I am doing 3-4k damage to them if nothing crits. When I use SoV that drops to 2-3k. That adds up overtime. Also, if you are using SoV then you are forced to stay on one target (unless you get peeled then you can try to stack another target) because switching back and forth will be tedius with the 15 second ramp up time.
So what is a person to do? I think the smart paladin's brain is whirring at this point trying to figure out a way in which to use these seals' weaknesses and strengths to his advantage. I know I am. My thoughts are thus: When the fight begins, use SoV to put pressure. When you see an opportunity for burst (say a druid pops out to cyclone you so you repentence him), swap to SoR (or SoC, have not decided which is better for this purpose) and stun + wings on him. This way you have the sustained damage of SoV for pressure plus you can swap and still do good burst when you need to.
So problem solved right? Yes and no. The good news is that speccing for SoR and SoV are the same thing (seals of the pure) and you can glyph for judgment which helps both (I had considrered glyphing for SoR, but this looks like a better alternative). The bad news is the same thing: You are speccing out of a LOT of stuns over time. In a 10 minute match, which is 600 seconds, the paladin with imp hammer of justice will get 15 stuns. What I am alluding to currently will only yield 10. That is FIFTY percent more stuns. That is awesome. BUT I think the 30% less time feared/disoriented will make up for the stuns. Fear is a terrible problem for me and It will be a dream come true to never sit in a 10 second fear again.
My conclusion is that the smart ret paladin (oxymoron? some would say) will use his arsenal of seals at his disposal and swap seals depending on the situation. Oh, another reason swapping with SoR is bad is that if they know what youre doing, changing seals could be a dead giveaway that you are switching.
SoV for sustained pressure, then SoR for some burst. That is all for now folks.
Thursday, August 6, 2009
Tuesday, August 4, 2009
Patch 3.2
I have been trying to inject as little WoW talk into this blog as possible, but with the new patch today I could not resist. A new dungeon (or a slue of new dungeons more like it), lots of pvp changes, levelling becoming even EASIER (yay my dk will have a 150% flyer in northrend. itll be a joke to hit 80 now). Despite the fact that I have not been raiding for a while now due to scheduling conflicts, I am still really excited about the new dungeon and hopefully I will be able to find a raiding guild suitable to my needs.
This new patch changes a lot for paladins in pvp, and this is of most interest because my paladin is still my main pvp toon. My priest is a close 2nd, but I think I am most at home with paladin mechanics. That being said...they are throwing a wrench into my paladin mechanics:
Seal of the Martyr? Axed
Exorcism in pvp again? Yes, but theres a dark side.
Flash of light putting a hot up? Pro
The biggest change for me is that I have no idea what seal to use in pvp anymore. Command doesnt judge for anything at all (something like 1k?) and can be parried/blocked/etc. Vengeance requires a substantial ramp up time (15 secoonds? sigh), which means if I manage to stick someone who is planning to kite me (everyone), not only must I do this for 15 seconds, but if I get peeled for 10 seconds I have to start the whole process over again. Perhaps it wont be so bad because once I get vengeance stacking it will do massive damage? I dont know. I have not spent any time on the PTR to test.
Disc has been nerfed with the changes to penance (10s cd->12s cd), but I do not think that is such a big deal. A bigger deal is that mages and shadow priests now have a 20% mortal strike? Really? I am deathly afraid of mage/lock teams in 2v2 now because that is going to be a rediculous team. Shadow cleave in 3v3 will be a force to be reckoned with as well (spriest/lock/healer).
Only time will tell. Another cool change is that heroism and valor badges are gone, so I will be able to gear up new toons even easier doing heroics/naxx25 etc. Should be pretty cool. I am not sure how serious my DK will be, but when he hits 80 in a couple weeks (wishful thinking since I am moving in 2 weeks) I will be able to gear him to the teeth very easily.
Some RL news: Like I said just above Jackie and I are moving to Dublin on the 19th of August. That is the move-in date, but I am sure it is going to take us a week to get all our stuff out. This area is brimming with business so I am optimistic I will be able to find a job. The rent is more expensive so having an income is of paramount importance. That is all for now folks, I will write another entry in a couple days I expect. Cheerio.
This new patch changes a lot for paladins in pvp, and this is of most interest because my paladin is still my main pvp toon. My priest is a close 2nd, but I think I am most at home with paladin mechanics. That being said...they are throwing a wrench into my paladin mechanics:
Seal of the Martyr? Axed
Exorcism in pvp again? Yes, but theres a dark side.
Flash of light putting a hot up? Pro
The biggest change for me is that I have no idea what seal to use in pvp anymore. Command doesnt judge for anything at all (something like 1k?) and can be parried/blocked/etc. Vengeance requires a substantial ramp up time (15 secoonds? sigh), which means if I manage to stick someone who is planning to kite me (everyone), not only must I do this for 15 seconds, but if I get peeled for 10 seconds I have to start the whole process over again. Perhaps it wont be so bad because once I get vengeance stacking it will do massive damage? I dont know. I have not spent any time on the PTR to test.
Disc has been nerfed with the changes to penance (10s cd->12s cd), but I do not think that is such a big deal. A bigger deal is that mages and shadow priests now have a 20% mortal strike? Really? I am deathly afraid of mage/lock teams in 2v2 now because that is going to be a rediculous team. Shadow cleave in 3v3 will be a force to be reckoned with as well (spriest/lock/healer).
Only time will tell. Another cool change is that heroism and valor badges are gone, so I will be able to gear up new toons even easier doing heroics/naxx25 etc. Should be pretty cool. I am not sure how serious my DK will be, but when he hits 80 in a couple weeks (wishful thinking since I am moving in 2 weeks) I will be able to gear him to the teeth very easily.
Some RL news: Like I said just above Jackie and I are moving to Dublin on the 19th of August. That is the move-in date, but I am sure it is going to take us a week to get all our stuff out. This area is brimming with business so I am optimistic I will be able to find a job. The rent is more expensive so having an income is of paramount importance. That is all for now folks, I will write another entry in a couple days I expect. Cheerio.
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