4.3 Talent Spec & Glyph Guide
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Re: 4.1a Talent Spec & Glyph Guide
Curious why the "standard" WoG build uses 3/3 Rule of Law instead of a 2nd point in reckoning if reckoning's second point is still significantly more threat/dps than RoL. Unless you consider 5% chance to crit on WoG more important for (unreliable) survivability than 100+ dps. (people have spent thousands of gold in the past for 100pt dps increases).
If it was 0/32/9 it'd make more sense I think.
(And since I personally like Hallowed Ground, I don't even have 2 points in RoL, but obviously that isn't "standard" advice)
If it was 0/32/9 it'd make more sense I think.
(And since I personally like Hallowed Ground, I don't even have 2 points in RoL, but obviously that isn't "standard" advice)
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Re: 4.1a Talent Spec & Glyph Guide
Prolly hasn't been updated yet. Most raid builds now remove the 2nd point from Guarded by the light, and put that into reckoning. This is because if WoG is on a 20 sec cd, it is rarely used to overheal, and mostly as emergency heal, hence the absorb is mostly wasted.
The WoG glyph has also become less popular because of this, CS or hotr would be advisable.
The WoG glyph has also become less popular because of this, CS or hotr would be advisable.
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Awyndel - Posts: 595
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Re: 4.1a Talent Spec & Glyph Guide
Lolpaladins wrote:Curious why the "standard" WoG build uses 3/3 Rule of Law instead of a 2nd point in reckoning if reckoning's second point is still significantly more threat/dps than RoL. Unless you consider 5% chance to crit on WoG more important for (unreliable) survivability than 100+ dps. (people have spent thousands of gold in the past for 100pt dps increases).
You answered your own question: For most players, the extra survivability is more important than 100+ DPS. Vengeance makes threat trivial, so almost any reasonable threat->survivability trade is worth making.
Awyndel wrote:Most raid builds now remove the 2nd point from Guarded by the light, and put that into reckoning. This is because if WoG is on a 20 sec cd, it is rarely used to overheal, and mostly as emergency heal, hence the absorb is mostly wasted.
I'm not sure where you get that impression, because it's certainly not true of many tanks clearing heroic modes.
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theckhd - Moderator
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Re: 4.1a Talent Spec & Glyph Guide
theckhd wrote:I'm not sure where you get that impression, because it's certainly not true of many tanks clearing heroic modes.
^
The overheal shield it provides is life saving at times.
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Re: 4.1a Talent Spec & Glyph Guide
Awyndel wrote:Most raid builds now remove the 2nd point from Guarded by the light, and put that into reckoning. This is because if WoG is on a 20 sec cd, it is rarely used to overheal, and mostly as emergency heal, hence the absorb is mostly wasted.
The 2nd point is the important part.
1 point only doesnt give WoG the absorb.
WoG is not only used in panic at low hp, in fact most of the times i use it FOR its absorb, right before some big attack.
That way its like reducing a big hit by about 30k, that means a lot, and will in effect also make the healers feel your not taking much damage, and wont waste mana on fast heals, as they would if they would see you go low fast, and sometimes start their heal even if youve had time to pop your WoG on you to heal, they will still have spent more mana than they would have had to.
In 4.2 guarded by the light doesnt affect holy shield, meaning that its even less usefull, but still. If the absorb would be given even with only one point, id think about removing it in 4.2, but since it wont, 2 points will still be pretty important.
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Treck - Posts: 1431
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Re: 4.1a Talent Spec & Glyph Guide
I only have one pont in WoG for the reason Awyndel mentioned. Treckie perfectly explained why 2/2 is great. But I stopped bothering with it once they added the 20 second cooldown. I used to be a WoG whore before that.
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Re: 4.1a Talent Spec & Glyph Guide
Sorry I just had that impression. I copied the spec from you actually theck, when the patch came out
. It's all up to preference I guess. I like saving it for emergency heals, I have plenty of cd's to plan ahead with, from myself or other raid members.
I guess the wog spec has rol for the crit on wog.

I guess the wog spec has rol for the crit on wog.
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Awyndel - Posts: 595
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Re: 4.1a Talent Spec & Glyph Guide
Awyndel wrote:Sorry I just had that impression. I copied the spec from you actually theck, when the patch came out.
I've been running 1/2 Reck and 2/2 GbtL since 4.0.3 or earlier. The only change I made when 4.1 came out was to drop EG for SotP.
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theckhd - Moderator
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Re: 4.1a Talent Spec & Glyph Guide
Hey, I was just wondering what your thoughts are on the new holy shield and its affect on using wog, will GbtL still be worth getting specially now with the 20 second cooldown it has? and what you would do with said points if you changed them.
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Re: 4.1a Talent Spec & Glyph Guide
Treck wrote:In 4.2 guarded by the light doesnt affect holy shield, meaning that its even less usefull, but still. If the absorb would be given even with only one point, id think about removing it in 4.2, but since it wont, 2 points will still be pretty important.
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Treck - Posts: 1431
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Re: 4.1a Talent Spec & Glyph Guide
Aikanaro wrote:Hey, I was just wondering what your thoughts are on the new holy shield and its affect on using wog, will GbtL still be worth getting specially now with the 20 second cooldown it has? and what you would do with said points if you changed them.
Almost definately worth 2/2 just to be safe initially in my opinion, at least for heroics, particularly when going in without Firelands HC gear. When learning new encounters in an instance that you're "undergeared" for on heroic (Firelands heroic gear is like 398 or something?) I think it's better to be more on the survival side while your healers and even the rest of your raid adapt to changes than it is to doing a couple hundred more dps. Maybe when getting closer to a kill on encounters where I don't really need the shield outside of very special circumstances (dead healers) I would remove the points from it in order to maximise dps - it's not like you're locked into a spec once you've respecced.
I guess the first spare point would go into Reckoning while the other would be best used in either JotP or Hallowed Ground (to make its mana cost more convenient).
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Re: 4.1a Talent Spec & Glyph Guide
Think I copied it from the mathlab threat tests for 4.1. Either way, I like it this way.
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Awyndel - Posts: 595
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Re: 4.1a Talent Spec & Glyph Guide
Treck wrote:WoG is not only used in panic at low hp, in fact most of the times i use it FOR its absorb, right before some big attack.
That way its like reducing a big hit by about 30k, that means a lot, and will in effect also make the healers feel your not taking much damage, and wont waste mana on fast heals, as they would if they would see you go low fast, and sometimes start their heal even if youve had time to pop your WoG on you to heal, they will still have spent more mana than they would have had to.
Agreed there. I sometimes use Divine Protection and GbtL in combination for huge attacks like Nefarian's electrocutes as preparation for when Guardian of Ancient Kings is on cooldown. It's an invaluable ability to have when you're familiar with encounters.
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Re: 4.1a Talent Spec & Glyph Guide
I'm trying to understand 2/2 GbtL. Overhealing turns into an absorb-bubble. At what point is the overhealing taking place? I thought maybe after 100% health, so WoGing at low HP wouldn't give a shield? But it looks like it does. I took 1 point out because I must have misunderstood, but I'll gladly take that 2nd point out of Reckoning to put back in GbtL. Please clarify.
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Re: 4.1a Talent Spec & Glyph Guide
agetro wrote:I'm trying to understand 2/2 GbtL. Overhealing turns into an absorb-bubble. At what point is the overhealing taking place? I thought maybe after 100% health, so WoGing at low HP wouldn't give a shield? But it looks like it does. I took 1 point out because I must have misunderstood, but I'll gladly take that 2nd point out of Reckoning to put back in GbtL. Please clarify.
The overhealing bubble only happens if you are at 100% health. If you are at full when you cast WoG you will get the full heal as a shield, if you are not at 100% and WoG brings you to full, any overhealing will be turned into a shield.
100% + 20k WoG = 20k shield
90% + 20k WoG = 10k shield
Something like that.
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Xayton - Posts: 38
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Re: 4.2 Talent Spec & Glyph Guide
Updated the guide for 4.2. Let me know if you find any errors/oversights.
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theckhd - Moderator
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Hallowed ground
I think that the 'default' build ought to include points in hallowed ground (taking one from reckoning and one from rule of law), because although this is poor for single target, it's strong for AOE, and a 'default' build ought to cover all situations a tank is likely to encounter. I definitely want hallowed ground for Rhyolith, for example.
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Re: Hallowed ground
Lathdari wrote:I think that the 'default' build ought to include points in hallowed ground (taking one from reckoning and one from rule of law), because although this is poor for single target, it's strong for AOE, and a 'default' build ought to cover all situations a tank is likely to encounter. I definitely want hallowed ground for Rhyolith, for example.
Check the sections marked "Discretionary Points" and "The Leftovers."
Also:
Note that Crusade and Rule of Law are also both potent threat talents, especially in AoE
So why would you remove the point from Rule of Law since that helps beef up HotR...your primary AoE tanking ability...?
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Re: 4.2 Talent Spec & Glyph Guide
I see those sections but:
Why do we prefer a large single-target DPS increase to a fairly noticeable benefit when AoE tanking? (There seems to be an uncharacteristic lack of precision from Theck here, incidentally.) Single-target threat is never an issue, and even though the DPS benefit of Reckoning is large compared to other talents, it's negligible for my raid.
The point of Hallowed Ground is the mana saving, rather than the dps boost (although I'm not sure that a 40% dps boost to Consecration doesn't beat a 10% dps boost to HotR in any case*). The great thing about Consecration for Rhyolith (and similar things apply in other situations) is that you can lay down Consecration when the mobs spawn, then pull them into it. But if you do that with 0/2 in Hallowed Ground, you won't have sufficient mana to consecrate by the second wave.
In another place, Theck says:
Certainly you can AoE tank without Hallowed Ground, if you use Consecration in moderation, but why would you? You can just take Hallowed Ground, and then spam Consecration as much as you like. Otherwise, when someone ninja-pulls a pack of Hell Hounds, you find yourself wondering whether or not you can afford to consecrate to pick them up.
Or to take another example, in phase 2 of Ragnaros, you might plausibly want to cast Holy Radiance just after the Molten Seeds explode, followed by Consecration, followed by Holy Wrath for the AoE stun. With 0/2 in Hallowed Ground, you just can't do that - the total cost is 115% of base mana. Certainly, you can get by without it, but I don't see that the alternatives are sufficiently strong to deny yourself the option.
I'm somewhat thinking that the answer might be to take 1/2 Hallowed Ground and leave 3/3 Rule of Law.
*I've just checked, and HotR crits for +50% damage, so a 10% extra crit chance will be roughly 5% extra damage, not 10% as I suggested. That being the case, I think it's clear that Hallowed Ground gives a greater AoE dps boost. Moreover HotR tests for crit separately on each target, so the additional damage isn't giving uniform threat generation (besides being random and therefore not reliable).
In tier 3, we have Hallowed Ground, which is a weak single-target DPS increase but a fairly noticeable benefit when AoE tanking due to the mana reduction. However, neither of these are recommended, because in Tier 4 we add Reckoning to the mix. Reckoning is the largest single-target DPS increase available to you at this point.
Why do we prefer a large single-target DPS increase to a fairly noticeable benefit when AoE tanking? (There seems to be an uncharacteristic lack of precision from Theck here, incidentally.) Single-target threat is never an issue, and even though the DPS benefit of Reckoning is large compared to other talents, it's negligible for my raid.
The point of Hallowed Ground is the mana saving, rather than the dps boost (although I'm not sure that a 40% dps boost to Consecration doesn't beat a 10% dps boost to HotR in any case*). The great thing about Consecration for Rhyolith (and similar things apply in other situations) is that you can lay down Consecration when the mobs spawn, then pull them into it. But if you do that with 0/2 in Hallowed Ground, you won't have sufficient mana to consecrate by the second wave.
In another place, Theck says:
Hallowed Ground is a weak DPS increase against single targets, but a more substantial increase to AoE tanking. Many people would argue that the real attraction of the talent is the mana reduction, especially now that Judgement casts are slightly less frequent. That said, most tanks I've talked to have been AoE tanking just fine without Hallowed Ground. Use Consecration in moderation (or not at all in the single-target rotation) and you'll be OK without it.
Certainly you can AoE tank without Hallowed Ground, if you use Consecration in moderation, but why would you? You can just take Hallowed Ground, and then spam Consecration as much as you like. Otherwise, when someone ninja-pulls a pack of Hell Hounds, you find yourself wondering whether or not you can afford to consecrate to pick them up.
Or to take another example, in phase 2 of Ragnaros, you might plausibly want to cast Holy Radiance just after the Molten Seeds explode, followed by Consecration, followed by Holy Wrath for the AoE stun. With 0/2 in Hallowed Ground, you just can't do that - the total cost is 115% of base mana. Certainly, you can get by without it, but I don't see that the alternatives are sufficiently strong to deny yourself the option.
I'm somewhat thinking that the answer might be to take 1/2 Hallowed Ground and leave 3/3 Rule of Law.
*I've just checked, and HotR crits for +50% damage, so a 10% extra crit chance will be roughly 5% extra damage, not 10% as I suggested. That being the case, I think it's clear that Hallowed Ground gives a greater AoE dps boost. Moreover HotR tests for crit separately on each target, so the additional damage isn't giving uniform threat generation (besides being random and therefore not reliable).
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Gylph of Rebuke
Completely unrelatedly, I think Glyph of Rebuke ought to at least be mentioned. The mana saving is pretty large (even if probably unnecessary) and it seems worth considering for fights involving interrupts (admittedly only phase 3 Alysrazor in the current tier, but a few bosses in the previous tier, and various trash fights).
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Re: Hallowed ground
Lathdari wrote:I think that the 'default' build ought to include points in hallowed ground
I disagree. Hallowed Ground just isn't a compelling talent.
The benefit is that you don't have to worry about Consecration's mana cost. It's convenient, but entirely unnecessary. Most situations where you'd want to chain-cast Consecration allow you to, because you're getting larger returns from Sanctuary that cover the extra mana. In addition, you can just intelligently prioritize Judgement. Holy Wrath is mostly useless as an AoE ability, so skipping Holy Wrath and bumping Judgement up in priority when you need mana is entirely feasible.
Hallowed Ground is still a terrible investment for DPS. It's about a 50-60 DPS increase per target. I don't have current numbers, but last time I checked (probably 4.0.6) Rule of Law was nearly 200. Your simple calculation doesn't account for cast frequency, which significantly tips the balance in HotR's favor.
In the Ragnaros example, you'd be much better-off skipping Holy Wrath and casting HR + Cons, because the adds aren't stunnable and Holy Wrath is terrible damage because it doesn't scale with anything. A single HotR will do more damage than Holy Wrath.
In the end, there's just no good reason to take Hallowed Ground. We're perfectly capable of handling AoE situations without it, and it isn't a huge improvement even if we did. The biggest advantage is in ease of use, but that's completely unnecessary with smart play. And there are more influential talents that we can take (Reck, RoL) that benefit us a larger portion of the time.
I didn't realize I left out Glyph of Rebuke. I'll add an entry for that soon.
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theckhd - Moderator
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Consecration
Glyphed Holy Wrath definitely does stun those adds (the molten elementals). I do it every time. See Rokh's comment here, if you won't take my word for it.
I don't like to doubt your theorycrafting, but isn't that 50-60 dps number the number from your single target sim? But the consecration damage per target will be higher for AoE tanking, because (a) it's higher on the priority list and (b) inquisition has more up-time, and correspondingly the buff from Hallowed Ground will be greater.
Edit: Here's a log extract showing Holy Wrath stunning the molten elementals - they are 'afflicted' by Holy Wrath, then 1.5s later it Holy Wrath 'fades' from them:
I don't like to doubt your theorycrafting, but isn't that 50-60 dps number the number from your single target sim? But the consecration damage per target will be higher for AoE tanking, because (a) it's higher on the priority list and (b) inquisition has more up-time, and correspondingly the buff from Hallowed Ground will be greater.
Edit: Here's a log extract showing Holy Wrath stunning the molten elementals - they are 'afflicted' by Holy Wrath, then 1.5s later it Holy Wrath 'fades' from them:
[23:15:37.551] Lathdari casts Holy Wrath
[23:15:37.622] Lathdari Holy Wrath Molten Elemental 596
[23:15:37.622] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:37.622] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:37.622] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:37.661] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:37.661] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:37.800] Lathdari Holy Wrath Molten Elemental 595
[23:15:37.800] Lathdari Holy Wrath Molten Elemental 596
[23:15:37.800] Lathdari Holy Wrath Molten Elemental *893*
[23:15:37.800] Lathdari Holy Wrath Molten Elemental *893*
[23:15:37.800] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:37.840] Lathdari Holy Wrath Molten Elemental 596
[23:15:37.914] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:37.918] Lathdari Holy Wrath Molten Elemental 595
[23:15:37.918] Molten Elemental afflicted by Holy Wrath from Lathdari
[23:15:38.012] Lathdari Holy Wrath Molten Elemental *893*
[23:15:39.166] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:39.166] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:39.166] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:39.217] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:39.217] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:39.671] Lathdari Holy Wrath Ragnaros *964*
[23:15:40.835] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:41.036] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:41.036] Lathdari's Holy Wrath fades from Molten Elemental
[23:15:42.424] Argernal casts Holy Wrath
[23:15:42.576] Molten Elemental afflicted by Holy Wrath from Argernal
[23:15:42.576] Molten Elemental afflicted by Holy Wrath from Argernal
[23:15:42.576] Argernal Holy Wrath Molten Elemental 1485
[23:15:42.576] Argernal Holy Wrath Molten Elemental 1485
[23:15:42.576] Argernal Holy Wrath Molten Elemental 1485
[23:15:42.582] Molten Elemental afflicted by Holy Wrath from Argernal
[23:15:42.684] Argernal Holy Wrath Molten Elemental 1485
[23:15:42.684] Molten Elemental afflicted by Holy Wrath from Argernal
[23:15:42.771] Argernal's Holy Wrath fades from Molten Elemental
[23:15:42.785] Molten Elemental afflicted by Holy Wrath from Argernal
[23:15:42.894] Argernal Holy Wrath Molten Elemental 1485
[23:15:43.319] Argernal's Holy Wrath fades from Molten Elemental
[23:15:44.033] Argernal's Holy Wrath fades from Molten Elemental
[23:15:44.260] Argernal's Holy Wrath fades from Molten Elemental
[23:15:44.260] Argernal's Holy Wrath fades from Molten Elemental
[23:15:44.314] Argernal Holy Wrath Ragnaros 1604
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Re: 4.2 Talent Spec & Glyph Guide
I don't have current numbers, but last time I checked (probably 4.0.6) Rule of Law was nearly 200.
Is that per point per target? That seems well off. The holy component of my HotR hits for around 6k. A crit adds 3k, so a 5% extra crit chance adds an average of 150 per HotR or 50 dps. My gear isn't the best, but I doubt that anyone is doing four times better! Just to check, Lazeil of Paragon, with an average ilevel of 390, averages 8k with her HotR holy component, which means each point of RoL would add 67 dps.
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Re: 4.2 Talent Spec & Glyph Guide
You are going to be spamming HotR and it generates HoPo which benefits the rest of your rotation much more than any mana savings from consecration.
But yea, I loved glyphed Holy Wrath for Raggy. I use it on both my pallies and make the Holy Pally in gorup 2 run with it. When ehaling Raggy I always run left unless the hammer is left (then I run right). I use Wrath to stun the furthest TWO adds, then Judge/shock one and HoJ is for good measure. The ranged on that side can usually polish off BOTH adds before HoJ wears off.
I also like Wrath for the seed phases and for the big adds. When the add horde approaches during seeds, a well timed wrath can save a lot of raid dmg (I do it on both my toons). The big adds are also subject to wrath, which can be a nice momentary breather for the tanks, especially if the two adds are close enough to hit both of them at once
But yea, I loved glyphed Holy Wrath for Raggy. I use it on both my pallies and make the Holy Pally in gorup 2 run with it. When ehaling Raggy I always run left unless the hammer is left (then I run right). I use Wrath to stun the furthest TWO adds, then Judge/shock one and HoJ is for good measure. The ranged on that side can usually polish off BOTH adds before HoJ wears off.
I also like Wrath for the seed phases and for the big adds. When the add horde approaches during seeds, a well timed wrath can save a lot of raid dmg (I do it on both my toons). The big adds are also subject to wrath, which can be a nice momentary breather for the tanks, especially if the two adds are close enough to hit both of them at once

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Re: Consecration
Lathdari wrote:Glyphed Holy Wrath definitely does stun those adds (the molten elementals). I do it every time. See Rokh's comment here, if you won't take my word for it.
Hm.. maybe you're right. I've never bothered to try on normal. I'm fairly certain it doesn't work on heroic though, which is the last time I tried it.
Lathdari wrote:I don't like to doubt your theorycrafting, but isn't that 50-60 dps number the number from your single target sim? But the consecration damage per target will be higher for AoE tanking, because (a) it's higher on the priority list and (b) inquisition has more up-time, and correspondingly the buff from Hallowed Ground will be greater.
It was from the single-target sim. Consecration damage per target will increase due to Inq, but that's still only 30% (so 65-85 DPS). It should see an additional (but small) bump due to the elevated priority in the AoE queue.
Since my memory's not the best, let's double-check. It may be that the ~200 DPS value I'm remembering is for multiple targets. I've tweaked the AoE simulation so that it calculates values for several different talent setups. Here's the raw results, afterwards we'll check the numbers.
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939/SoT build
Primary E I mps mps
Q# Priority DPS 2 3 4 5 6 % % @6
1 SotR>CS>AS>J 21823 0 0 0 0 0 0.0 0.0 1323 3336
2 SotR>HotR>AS>J 20077 2579 2579 2579 2579 2579 0.0 0.0 1323 3336
3 SotR>HotR>AS>J>Cons 20361 2884 2884 2884 2884 2884 0.0 0.0 1032 3044
4 SotR>HotR>AS>J>Cons>HW 20399 2937 2911 2901 2897 2895 0.0 0.0 866 2878
5 SDSotR>ISotR>Inq>HotR>AS>J>Cons>HW 20940 3320 3291 3281 3277 3274 0.0 40.5 855 2868
6 Inq>HotR>AS>J>Cons>HW 18499 3917 3882 3870 3864 3861 0.0 94.2 830 2843
7 Inq>HotR>AS>Cons>J>HW 18326 3967 3929 3915 3909 3906 0.0 94.2 744 2756
8 Inq>HotR>AS>Cons>HW>J 17819 3985 3935 3917 3909 3904 0.0 94.1 587 2600
9 Inq>HotR>Cons>AS>HW>J 17715 4001 3950 3932 3924 3919 0.0 94.0 571 2584
10 iInq>SotR>HotR>AS>Cons>HW>J 19610 3705 3659 3643 3635 3631 0.0 72.6 600 2613
11 iInq>HotR>AS>Cons>HW>J 18186 4092 4040 4022 4014 4009 0.0 95.4 565 2578
12 iInq>HotR>Cons>AS>HW>J 18066 4110 4057 4038 4029 4025 0.0 95.3 547 2559
13 HotR>Inq>AS>Cons>HW>J 17902 4067 4017 3999 3991 3987 0.0 94.2 558 2571
14 HotR>Inq>Cons>AS>HW>J 17815 4095 4044 4026 4018 4013 0.0 94.1 537 2550
939/SoT build, with HG
Primary E I mps mps
Q# Priority DPS 2 3 4 5 6 % % @6
1 SotR>CS>AS>J 21823 0 0 0 0 0 0.0 0.0 1323 3336
2 SotR>HotR>AS>J 20077 2579 2579 2579 2579 2579 0.0 0.0 1323 3336
3 SotR>HotR>AS>J>Cons 20481 3004 3004 3004 3004 3004 0.0 0.0 1262 3275
4 SotR>HotR>AS>J>Cons>HW 20518 3056 3030 3021 3016 3014 0.0 0.0 1095 3108
5 SDSotR>ISotR>Inq>HotR>AS>J>Cons>HW 21071 3451 3422 3412 3407 3405 0.0 40.5 1085 3098
6 Inq>HotR>AS>J>Cons>HW 18656 4074 4039 4026 4021 4017 0.0 94.2 1064 3077
7 Inq>HotR>AS>Cons>J>HW 18500 4141 4103 4090 4083 4080 0.0 94.2 1004 3017
8 Inq>HotR>AS>Cons>HW>J 17993 4159 4109 4091 4083 4079 0.0 94.1 848 2861
9 Inq>HotR>Cons>AS>HW>J 17899 4185 4134 4116 4108 4103 0.0 94.0 847 2860
10 iInq>SotR>HotR>AS>Cons>HW>J 19772 3867 3821 3805 3797 3793 0.0 72.6 859 2872
11 iInq>HotR>AS>Cons>HW>J 18369 4275 4223 4205 4196 4192 0.0 95.4 837 2850
12 iInq>HotR>Cons>AS>HW>J 18255 4299 4246 4227 4219 4214 0.0 95.3 829 2842
13 HotR>Inq>AS>Cons>HW>J 18078 4242 4192 4174 4166 4162 0.0 94.2 820 2833
14 HotR>Inq>Cons>AS>HW>J 18001 4281 4230 4212 4204 4200 0.0 94.1 817 2829
939/SoT build, w/o RoL
Primary E I mps mps
Q# Priority DPS 2 3 4 5 6 % % @6
1 SotR>CS>AS>J 21223 0 0 0 0 0 0.0 0.0 1323 3336
2 SotR>HotR>AS>J 19820 2408 2408 2408 2408 2408 0.0 0.0 1323 3336
3 SotR>HotR>AS>J>Cons 20104 2713 2713 2713 2713 2713 0.0 0.0 1032 3044
4 SotR>HotR>AS>J>Cons>HW 20140 2765 2739 2730 2725 2723 0.0 0.0 866 2878
5 SDSotR>ISotR>Inq>HotR>AS>J>Cons>HW 20657 3126 3097 3086 3082 3079 0.0 40.5 855 2868
6 Inq>HotR>AS>J>Cons>HW 18179 3688 3653 3640 3635 3631 0.0 94.2 830 2843
7 Inq>HotR>AS>Cons>J>HW 18006 3737 3699 3686 3680 3676 0.0 94.2 744 2756
8 Inq>HotR>AS>Cons>HW>J 17499 3756 3705 3688 3680 3675 0.0 94.1 587 2600
9 Inq>HotR>Cons>AS>HW>J 17396 3773 3722 3704 3695 3691 0.0 94.0 571 2584
10 iInq>SotR>HotR>AS>Cons>HW>J 19308 3492 3446 3429 3422 3418 0.0 72.6 600 2613
11 iInq>HotR>AS>Cons>HW>J 17859 3858 3806 3787 3779 3774 0.0 95.4 565 2578
12 iInq>HotR>Cons>AS>HW>J 17739 3875 3822 3803 3795 3790 0.0 95.3 547 2559
13 HotR>Inq>AS>Cons>HW>J 17576 3832 3782 3765 3757 3752 0.0 94.2 558 2571
14 HotR>Inq>Cons>AS>HW>J 17488 3860 3810 3792 3783 3779 0.0 94.1 537 2550
For the moment, let's look at secondary DPS/target for 4 targets and the usual AoE rotation of Inq>HotR>Cons>AS>HW>J (#9).
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Default (0/2 HG, 3/3 RoL): 3932 DPS/target
+ HG (2/2 HG, 3/3 RoL): 4116 DPS/target
-RoL (0/2 HG, 0/3 RoL): 3704 DPS/target
So the 2 points in Hallowed Ground add an average of (4116-3932)/2 = 92 DPS/target.
The 3 points in Rule of Law add an average of (3932-3704)/3 = 76 DPS/target.
So it looks like you're right, and Hallowed Ground is a slightly better talent for AoE damage. It falls woefully behind for single-targets, however, and RoL also buffs WoG, which is a survivability benefit. I still don't think that there are enough AoE situations in raid content to make the extra 20-40 DPS worth giving up higher single-target DPS and the WoG crit.
"Theck, Bringer of Numbers and Pounding Headaches," courtesy of Grehn|Skipjack.
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
Simcraft 6.x, Call to Arms 6.0, Talent Spec & Glyph Guide 6.x, Blog: Sacred Duty
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