Just looking at some logs of my pally vs my dk:
Pally 5m battle healer vs 150m total healing
DK 7m blood worms vs 140m total healing.
Seems to be about 50-100% more healing for me on fights where they actually do something
Now what i wonder is how it would perform on solo tank fights with high veng.
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Former author of the TankSpot.com Protection Paladin guide
Never kill green. And just Solo tank everything else.
It's actually not that hard. You have Melee safe Spots on every head and if the tank stands correctly, melees never get hit with anything (except cinders) and don't have to move at all.
We only get one Breath / Head. Sometimes we don't even get Add Spawns (like on the first head). Only real problem with this tactic is, as nairobi already stated, killing them too fast may get you into cd troubles. But it works out ok for us (I have a 250k Vengeance Hammer every 2nd Rampage)
When we started, we 4-healed and 1-tanked it. It's pretty easy for learning the fight. You just need to have enough DPS so you can kill the heads with only 2 Breathes. And you don't have to deal with the adds - you just CC them and burn them during Rampage.
Here is the strategy explained in detail:
I miss heroic raiding so so so much.
Got the Feather of Ji'kun last night. Shame that if I use it, it's actually a haste downgrade and I have like 10.5% hit. The way overcapped on hit isn't necessarily an issue if all my other stats are higher but my haste is just slightly lower so meh fuck it. Found an upgrade that when I get it, suddenly the trinket is gona be awesome so can use then \o/
Guarded by the Light now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).
just for the record
I swapped to Skada and now show my DK accurately (with blood shield, DS heal, worms, everything). And yes, worms are insanely OP if they pop at the right time. Was doing an alt raid last night and had worms pop on Tortos after a stomp for like ~2mil and Primo after gas for ~1.5mil. That spiky burst is either OP as hell or totally wasted.
20k and counting...Originally Posted by Blizzard Entertainment
Interesting. From the front page (datamined):
CS is getting weakened blows, so we won't need to use HotR to maintain itCrusader Strike An instant strike that causes 125% weapon damage plus 791. Applies the Weakened Blows effect. Weakened Blows Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec. Requires Melee Weapon. 15% of Base Mana. Melee range. Instant. 4.5 sec cooldown.
I would assume warriors will have an equivalent change like making Devastate or Revenge apply Weakened Blows as well? Hate to see the competition have another reason to call paladins easy mode.
Yea, Thunder Clap is as awkward to fit into a ST rotation as HotR is, I guess.
Would make sense to add Weakened Blows to Devastate, I suppose.
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It honestly just looks like they're making only one ability easier for us, so that we have CS for single targets and Hammer for AoE.
Correct me if I am wrong but does not warriors use thunderclap as a filler in their single target rotation? Paladins do not use HotR as a filler in the single target rotation.
It really do not seem like the same thing for me, not to mention that warrior rotation + AM is kinda braindead so dont really see why warriors would need WB on devestate.
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I am so tired of seeing terrible people, being admired, for being terrible people.
On single target rotation I think the only reason a warrior thunderclaps is for the debuff. If someone else is applying the debuff then the warrior skips it and spams Devastate some more.
From Icy Veins under single target rotatoin:
Use Thunder Clap once every 30 seconds, if no one else is providing the Weakened Blows debuff that it applies.