ramboschox wrote:From a damage soothing POV shouldnt we pick EF > SS? If we compare those 2, SS makes us more spiky (every 6 secs, a nice absorb, rest of time nothing) while EF smoothes the incoming DPS by giving a us preiodic hot?
The contra argument is, that SS adds more survivability in regards of reducing the total damage taken. A bit mirrored to the damage soothing via hit/exp/mastery/haste vs avoid.
No. You're suggesting that
taking more damage and then
healing it up makes you less spiky than
not taking the damage in the first place. I'd argue that's actually completely backwards. EF causes you to take quite a bit more damage (because it isn't an absorb
and because it costs you SotR uptime
and because the raw healing is much less than the total raw absorb of SS),
and makes that damage intake spikier.
Shamran wrote:I can certainly see how this would be worthwhile in terms of increasing damage output; especially if used in combination with Glyph of Word of Glory. However - and I apologize in advance if this question's been covered and/or is considered too trivial - if opting for Glyph of Harsh Words, this would make Word of Glory our primary way of spending Holy Power when dealing damage, right? If that's the case, and you now replace Shield of the Righteous with Word of Glory as a way to spend Holy Power to deal damage, aren't you depriving yourself of the damage reduction caused by Shield of the Righteous?
Yes, completely correct. Which is why I don't reccommend using the glyph.
Shamran wrote:I realize you don't recommend it, as such, but you do go some way to point out that it's a considerable damage increase - which is, of course, totally correct. However, considering the trade-off of using Word of Glory instead of Shield of the Righteous to deal damage in anything but strictly magic damage based encounters, it seems to render this glyph largely irrelevant. Also, if Word of Glory was now used as the primary Holy Power consuming damage dealer, wouldn't that entail considerable ramifications on the stat weighting (i.e the priority of hard capping Expertise). Or am I completely missing something here?
Even on a strictly magic-based encounter, you'd probably be using WoG to heal yourself, not deal damage. I'd agree that the glyph is probably largely irrelevant, but it might have a use in niche situations (for example, while off-tanking the loss of SotR uptime is meaningless). Better to have all of the information available and let smart players make their own decisions (hopefully not-so-smart players will just stick with the recommendations!).
Also, it doesn't change the gearing paradigm much. Hard-capping expertise wouldn't be as relevant (since if you're DPSing with WoG, you aren't concerned with your damage intake). In that situation, you'd probably be using DPS-based stat weights though, which would tell you to drop expertise above the soft cap in favor of more haste.
Shamran wrote:Additionally: In the discussion of the T90 talent, most of the focus has been on which of the three abilities would yield more damage or healing; fully relevant, obviously. However, in my opinion, there's also a versatility issue to consider. An issue that, in my book, favours Holy Prism; especially compared to Light's Hammer. Holy Prism is front-end, instant, long range damage whereas Light's Hammer is damage over time confined to a 10 yard area for a longer period of time.
In both raids and five-man content, there can be hefty movement requirements and it's by no means certain, that you can be sure to keep whatever you want to hurt inside that 10 yard area for the full duration of the spell. As such, there's a considerable risk of losing damage or healing with Light's Hammer; a risk that's virtually non-existing with Holy Prism. Secondly, Holy Prism offers the possibility of both dealing damage and healing at once - either single heal and aoe damage, or single damage and aoe heal. In this sense, Holy Prism comes across as a tool you can use in different ways to best fit your situation. Even compared to Execution Sentence which, granted, will yield the highest amount of damage.
My experience so far has been exactly the opposite. In 5-mans, Holy Prism has some use for snap aggro, and probably barely pulls ahead of LH in the raw DPS department (useful for Challenge Modes). But in raids, I've been using Light's Hammer almost exclusively for the raid cooldown aspect. Note that the
radius, not the diameter, is 10 yards. We have LH rotations (2 paladin tanks, 2 paladin healers) for most of the bosses in MSV, because most of them have a high-raid-damage period. Being able to drop one after a large, raid-wide damage event saves healers a lot of mana, especially if they know to expect it.
So, you're perfectly welcome to prefer Holy Prism, but I don't think you can feasibly argue that Holy Prism is much more versatile, at least in raids. LH is, in my opinion, far more versatile in raid encounters, even if HPr has an advantage in 5-mans.
Examples- Drop LH on:
The melee after every explosion on Stone Guard.
The entire raid group during the group-up sections of Feng
Voodoo Dolled people on Gara'jal (also good if they're in melee and you can cover yourself and the boss for more deeps)
Entire raid group for various portions of the four emperors (insanity thing, especially)
Melee/ranged after every Total Annihilation during Elegon encounter; great cooldown for phase 3 as well.
Every gas phase of Will of the Emperor, and 1-2 casts in-between (helps heal up melee who fail at the dance, too).
Yourself and the boss any time you won't need it in the next minute and you have a free GCD.