Jump to content
FORUMS
Damien

Holy Paladin 7.3

Recommended Posts

3 hours ago, Guest Medroesh said:

Just wanted to point out that Fervent Martyr stacks to 4 times, not 2. It is possible to get free lights of the martyr. After playing with that talent, I prefer it in dungeons above judgement, but the other two talents are still powerful in raid environments.

Will pass this on :)

Share this post


Link to post
Share on other sites
Guest Shaydana

Hi !

I read all your Hpal guides, but I need more informations about priority stats. How many % we need on this ? Actually I have something like 37% crit, 45% mast, 7% vers & 0% haste.

But i'm lost because I also follow AskMrRobot to check Best in Bag, and his 7.2.5 opti make me lost, on this BIS, we need 20% haste and legendary BIS are not the same like you, it's shoulders and back ._.

So, someone can tell me nearly how many % I need on my stats ?

Thanks !

PS : Sorry for my bad english ._.

Share this post


Link to post
Share on other sites
On 6/15/2017 at 7:24 PM, Guest Shaydana said:

But i'm lost because I also follow AskMrRobot to check Best in Bag, and his 7.2.5 opti make me lost, on this BIS, we need 20% haste and legendary BIS are not the same like you, it's shoulders and back ._.

I can't really tell you why they have that listed, unfortunately, since I don't know what they have done to come to that conclusion. I believe the only true stat cap that you can aim for is 50% crit. 

I believe the spreadsheet made by ZeroToRescue can be used to find exact stat weights for your character. 

https://docs.google.com/spreadsheets/d/1wWPNjJBduiM-BSFjgJKpfoNyK3ZVXo8Qd_YYiGTMwWw/edit#gid=0

Share this post


Link to post
Share on other sites
Guest ucandoit

I have noticed that there is no macro specified for judgement. I have scoured the net for a decent macro and have found it hard to find one. Not easy with the changes blizz have made to macros over the years to try and stop automation. I have taken to setting focus on the main tank now and using the following macro

#showtooltip Judgment
/cast [@focustarget] Judgment
/targetlasttarget

don't know if you guys have a better one but this does work most of the time. Maybe you can include this on your page as judgement is pretty important if you decide to take that talent.

Share this post


Link to post
Share on other sites
Guest New (?) Legendary

Just had 970 ARCHIMONDE'S HATRED REBORN drop from WQ bonus chest - doesn't appear to be on the list.

Share this post


Link to post
Share on other sites
4 hours ago, Guest New (?) Legendary said:

Just had 970 ARCHIMONDE'S HATRED REBORN drop from WQ bonus chest - doesn't appear to be on the list.

It's for prot.

I'm just going to edit this in order to avoid double-posting. My question is, as a blanket change, why was mastery moved over versatility? In the only fight that's going to matter (Kil'Jaeden), we'll have to spread for the majority of high-damage mechanics, like Armageddon, both Dreadflames, and Flaming Orb.

Edited by Impact009
Avoiding a double-post

Share this post


Link to post
Share on other sites
On 6/26/2017 at 2:20 AM, Guest ucandoit said:

I have noticed that there is no macro specified for judgement. I have scoured the net for a decent macro and have found it hard to find one. Not easy with the changes blizz have made to macros over the years to try and stop automation. I have taken to setting focus on the main tank now and using the following macro

#showtooltip Judgment
/cast [@focustarget] Judgment
/targetlasttarget

don't know if you guys have a better one but this does work most of the time. Maybe you can include this on your page as judgement is pretty important if you decide to take that talent.

You can alternatively use a modifier, including something like:

"/cast [nomod, @target] Judgement

/cast [mod:shift, @focus] Judgement"

This lets you have it on one button and includes a focus to cast it at your focus without swapping targets.

Share this post


Link to post
Share on other sites
On 6/27/2017 at 4:08 PM, Guest New (?) Legendary said:

Just had 970 ARCHIMONDE'S HATRED REBORN drop from WQ bonus chest - doesn't appear to be on the list.

As noted above, this is the tanking legendary trinket :)

Share this post


Link to post
Share on other sites
On 6/27/2017 at 8:51 PM, Impact009 said:

It's for prot.

I'm just going to edit this in order to avoid double-posting. My question is, as a blanket change, why was mastery moved over versatility? In the only fight that's going to matter (Kil'Jaeden), we'll have to spread for the majority of high-damage mechanics, like Armageddon, both Dreadflames, and Flaming Orb.

I'm not sure how Kil'jaeden is the only fight that will matter? You have to progress through 8 other bosses to be able to fight him and, surely those bosses do count as well? There are plenty of stacking/close proximity moments in ToS. 

Share this post


Link to post
Share on other sites
On 7/2/2017 at 8:48 AM, Blainie said:

I'm not sure how Kil'jaeden is the only fight that will matter? You have to progress through 8 other bosses to be able to fight him and, surely those bosses do count as well? There are plenty of stacking/close proximity moments in ToS. 

That's the fight where world 1sts and realm 1sts are predicated upon. While players still track the previous bosses, ultimately, the final boss is the most important. Nobody remembers whom killed HFA first, but in contrast, most players still remember that Method killed Archimonde first. The only raid that I can think of where the last boss wasn't generally considered to be the most difficult was Dragon Soul. During the end of Legion, when everybody's way overgeared and content was practically irrelevant, yes, Mannoroth was probably mechanically more difficult than Archimonde for those guilds lagging behind, but during current progression, both Method and Paragon had the highest wipe count on Archimonde.

I suppose that yes, once content is on farm, then the only form of competition left will be parsing, and players like Tagzz and Baddeh will be stacking mastery after crit and positioning the raid very specifically to parse.

In any case, your post doesn't explain why mastery was prioritized. If it's truly situational, which imo it is, then why blanketly prioritize one over the other instead of listing them as being about equal? With that said, the only boss fights in ToS where the raid can consistently stack are maybe Harjatan and Maiden. All of the other fights are fill with mechanics that require splitting into groups or just spreading mechanics out in general.

Edited by Impact009

Share this post


Link to post
Share on other sites
On 10/07/2017 at 10:05 AM, Rellston said:

is there a trinket analysis for Tomb of Sargeras?

currently using Velen's Future SightVelen's Future Sight together with Archive of FaithArchive of Faith

I can ask for it to be included/updated, but I can't guarantee anything, sorry!

  • Like 1

Share this post


Link to post
Share on other sites
On 10/07/2017 at 3:17 PM, Impact009 said:

That's the fight where world 1sts and realm 1sts are predicated upon. While players still track the previous bosses, ultimately, the final boss is the most important. Nobody remembers whom killed HFA first, but in contrast, most players still remember that Method killed Archimonde first. The only raid that I can think of where the last boss wasn't generally considered to be the most difficult was Dragon Soul. During the end of Legion, when everybody's way overgeared and content was practically irrelevant, yes, Mannoroth was probably mechanically more difficult than Archimonde for those guilds lagging behind, but during current progression, both Method and Paragon had the highest wipe count on Archimonde.

This means absolutely nothing for the readers of our guide though... We aren't writing a guide for people to kill something world first. I highly doubt Method's players are reading through our guide for tips on how to grab that world first kill of KJ. 

Nonetheless, I'll pass on the remark about changing how the stats are listed to make Mastery equal. I believe the actual reasoning was a new reviewer that essentially thought the old listing was wrong.

Share this post


Link to post
Share on other sites
Guest Drhü

if possible it would be greatly appreciated to have more info on the healing trinkets available in Tomb as certain trinkets have amazing synergy with our artifact weapon/cooldowns. 

Share this post


Link to post
Share on other sites
On 8/4/2017 at 5:24 PM, Guest Drhü said:

if possible it would be greatly appreciated to have more info on the healing trinkets available in Tomb as certain trinkets have amazing synergy with our artifact weapon/cooldowns. 

There should be more information in the spreadsheet linked in the guide.

Share this post


Link to post
Share on other sites

We are currently in the process of updating all guides as required for the 7.3 release. Please be patient as we make the necessary changes. You can keep an eye on the changelog to know if the guide has been updated or not. 

Share this post


Link to post
Share on other sites

This guide has now been updated for the 7.3 patch. If you have any questions or comments, you can always ask them here. If you find any errors in the new changes to the guide, let me know and I'll get the writers to update it ASAP.

Good luck in the Shadows of Argus!

Share this post


Link to post
Share on other sites
Guest Kaeth

In the Crucible section, why is Infusion of Light rated higher than Secure in the Light?  The former provides an average of 404,000 damage or healing per minute, while the latter averages 405,000 and creates a damage reduction bubble on healing procs, rather than a heal.  Is there something actually wrong with the tooltips for these procs which I just don't know about?

Share this post


Link to post
Share on other sites
22 hours ago, Guest Kaeth said:

In the Crucible section, why is Infusion of Light rated higher than Secure in the Light?  The former provides an average of 404,000 damage or healing per minute, while the latter averages 405,000 and creates a damage reduction bubble on healing procs, rather than a heal.  Is there something actually wrong with the tooltips for these procs which I just don't know about?

I believe Secure is currently bugged and under-performing hugely on the absorb part of it. It procs far too often for offense but barely ever for defense.

Share this post


Link to post
Share on other sites

This guide will be updated for the release of the pre-patch of Battle for Azeroth in the next few days. We are aiming to have every guide deployed prior to the patch going live.

Please note that a new feedback thread will be created for the new guide, meaning that this one will be archived. Any feedback you have for the new guide should be placed in the new comment thread.

Thank you all for your patience and we are working to get the new guides up as soon as possible.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      The Siege of Orgrimmar raid and Mists of Pandaria World Bosses are on a daily lockout in Patch 10.2.7.
      We're not sure if the change is intended or a MoP Remix feature, but somehow, daily lockouts have slipped through to live servers even before the event's starts on May 16. Maybe this is a way to give retail players more chances on Tusks of Mannoroth since you can buy them directly from a vendor during MoP Remix.
      If you're farming Garrosh, don't forget there is a skip at the beginning of the raid. As you enter, interact with the scroll on the wall.
    • By Stan
      When you discover all flight points in Khaz Algar, your flight path travel speed will be increased by 25% in the new continent!
      In the latest War Within Alpha build, Blizzard added the a reward to the Khaz Algar Flight Master achievement.
      Khaz Algar Flight Master - Visit each Flight Master in Khaz Algar to discover their flight points for your Warband.
      Reward: 25% Increased Flight Path travel speed in Khaz Algar for your Warband The achievement progress is Warbound and so is the 25% flight path speed bonus!
    • By Stan
      Blizzard has added Glyph of Jab for Monks in the War Within, making Tiger Palm strike your target with your equipped weapon!
      We've got some great news for all Monk players out there. In the War Within expansion, Blizzard has added Glyph of Jab that makes Tiger Palm strike your target with your equipped weapon, instead of your fists.

      In the past, Glyph of Jab was a minor glyph used by monks, designed to ensure that the Jab ability was executed with hands and fist animations even when non-fist weapons were equipped. You will find more details here.
    • By Stan
      We've looked at the number of chapters of the War Within level-up campaign and compared it to Dragonflight.
      War Within Level Up Campaign
      The level-up campaign in each zone consists of 3 chapters, so you will end up with a total of 12 level-up chapters in the new expansion. You will spend roughly an hour completing the main storyline in each zone.

      Isle of Dorn (Zone 1 Level Up Questing)
      Chapter 1: Breaking Point Chapter 2: Earthen Fissures Chapter 3: The First Blow The Ringing Deeps (Zone 2 Level Up Questing)
      Chapter 1: By Candlelight Chapter 2: Dark Revelations Chapter 3: The Monster and the Machine The Hallowfall Arathi (Zone 3 Level Up Questing)
      Chapter 1: The Guiding Start Chapter 2: Gathering Shadows Chapter 3: Hope in Solidarity  Azj-Kahet (Zone 5 Level Up Questing)
      Chapter 1: Friends in the Dark Chapter 2: Unraveling the Trapped Chapter 3: Plans within Plans Dragonflight Campaign Chapters
      When we compare War Within level up chapter numbers with Dragonflight zones, the expansion shipped with a total of 15 level-up chapters spread across 4 zones:
      Waking Shores had 5 campaign chapters. Ohn'ahran Plains shipped with 4 campaign chapters. Azure Span had 4 campaign chapters. Thaldraszus shipped with 3 campaign chapters. Max-Level Campaign
      The War Within (Max Level Questing) consists of 4 chapters. The fourth campaign name is unknown at this time and Blizzard will most likely hotfix it.
      Chapter 1: Against the Current Chapter 2: Ties That Bind Chapter 3: The Machines March to War Chapter 4: Unknown name
    • By Staff
      Blizzard have shared this week's Rogue changes, as well as plans for future adjustments to Fatebound and Trickster Hero trees.
      (Source)
      Greetings Rogues,
      This week’s Alpha build includes many changes to Class and Spec talent trees, including a handful of positional swaps, tuning changes, and a few new and redesigned talents.
      Feedback about these changes is welcome, so please post here with any notable experiences or opinions from your play in the Alpha test.
      More change will be coming over the next few weeks, focused primarily on hero talents. Deathstalker is still lurking in the shadows and will be revealed when it’s ready (sometime in the next few weeks).
      For Fatebound, more completed talents will be rolling in over time, and we have also been following gameplay and written feedback which will be cause for iterations to existing talents.
      For Trickster, we’ve been following all of your feedback, and it has generated significant internal discussion. While the core pieces will remain in place (Unseen Blade, the Fazed debuff, and a grand finish in Coup de Grace), we expect to revisit the gameplay that fuels this engine, and most notably move away from Feint being a primary applicator of Unseen Blade. Unexpected randomly-timed procs of Unseen Blade have also proven to cause trouble and are being similarly reconsidered, in addition to minor updates for other talents.
      Thank you to those who have played the Alpha and spent the time to share experiences and opinions so far. Keep it coming!
      And here are this week's changes:
      (Source)
      ROGUE New Talent: Shadowheart – Leech increased by 3% while Stealthed. Acrobatic Strikes has been redesigned – Auto-attacks increase auto-attack damage and movement speed by 1% for 3 seconds, stacking up to 10%. Developer’s note: Acrobatic Strikes no longer increases the range of melee attacks. We are revisiting increased melee range talents across the game, and most are being removed. Default melee range has increased since these talents were originally created, allowing specs with increased range to attack from well outside where it appears they should be able to. Cut to the Chase moved from Assassination talent tree to baseline all specs, triggering from Envenom/Dispatch/Eviscerate. Vanish’s guaranteed stealth duration now 1.5 seconds in PvP combat (base 3 seconds). Tight Spender now reduces Energy cost of finishing moves by 6% (was 10%). Subterfuge is now a 2-point talent, effect duration 3/6 seconds. Some talents have moved locations. Without a Trace moved from Subtlety to Class tree in capstone location, replacing Shadow Dance. Nightstalker has been removed. Assassination New Talent: Rapid Injection – Envenom deals 10% increased damage while Envenom’s effect is active. Serrated Bone Spike has been redesigned – (Passive) Prepare a Serrated Bone Spike every 30 seconds, stacking up to 3. Rupture spends a stack to embed a bone spike in its target: Deals Physical damage and Bleed damage every 3 seconds until the target dies or leaves combat. Refunds a stack when the target dies. Generates 1 combo point plus 1 additional per active bone spike. Serrated Bone Spike initial damage reduced by 24% and damage over time damage reduced by 9%. Improved Garrote effect duration increased to 6 seconds (was 3 seconds). Indiscriminate Carnage effect duration reduced to 6 seconds (was 10 seconds). Kingsbane damage bonus per poison application now has a stated cap at 1000% from 50 stacks (was 1980% at 99 stacks). Kingsbane base damage over time increased by 6%. Developer’s note: Kingsbane was originally intended to be uncapped, but abilities and talents introduced in the Dragonflight expansion allowed players to reach its previously-unreachable hidden cap. Increasing or removing the cap in the current environment would reinforce poor gameplay outcomes and continue to constrain talent options, so a lower cap is being introduced with the intention of having Kingsbane remain a valuable component of any build that includes it, but not by being required as every build’s all-important main character. Sepsis has been removed. Outlaw Ace Up Your Sleeve now grants 4 combo points when triggered (was 5). Mastery: Main Gauche damage increased by 24%. Adrenaline Rush has been updated: No longer increases global cooldown recovery rate by 25% while active. Now increases global cooldown recovery rate equal to your Haste while active, up to 25%. Now increases Energy regeneration by 50% (was 60%). Count the Odds effect now has base chance 10% (was 8%) and duration 8 seconds (was 5 seconds), but no longer doubled while Stealthed. Underhanded Upper Hand no longer affects Slice and Dice duration and no longer grants 3 seconds of Subterfuge duration (Stealth ability use). Crackshot’s Dispatch effectiveness reduced to 50% (was 75%). Thief’s Versatility now increases Versatility by 3% (was 4%). Some talents have moved locations. Sepsis has been removed. Subtlety Premeditation has been redesigned – After entering Stealth, your next combo point generating ability generates full combo points. Invigorating Shadowdust now reduces cooldowns by 10/20 seconds (was 15/30 seconds). Shadow Dance moved from the Class talent tree to Subtlety talent tree. Shadow Focus now reduces costs by 5%. Some talents have moved locations.
×
×
  • Create New...