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  1. #1

    [WoD] Holy Paladin Guide 6.0

    Adapted from my guide at HolyBouch.com
    Updated 12/7/14 – Added more information about talents, glyphs, 5-mans, spell specifics, and stat weights.

    Mission statement: Provide a quick reference guide so that anyone new to the class can read it and quickly be ready to take on the healing paladin role.

    • General goal 1: Discuss the need to know and not list every possible spell and glyph like a crappy lecturer reading PowerPoint slides.
    • General goal 2: Provide detailed information with theory-craft about how to maximize your paladin healing.

    Disclaimer: This is being released before WoD and strategies and abilities are subject to change. This guide will be updated as they do but please make use of the comment sections and forums to discuss new/other/different ideas.




    Table of Contents:

    • Whats different from 5.4 - Skip to section 2 if 5.4 means nothing to you.
    • Crash Course Guide:
      • Talents and Glyphs
      • The Spells
      • Utility
      • Gearing
    • It's All in the Details: Min-Max Section

    Section 1: New to Warlords of Draenor




    Healing Changes in General:
    • Bizzard has made it its goal to slow down healing and make it more about decisions rather than spamming heals in a race to keep players topped off. They are trying to achieve this by doubling players health but not changing the size of heals.
    • They are also want to change how mana scales during content. Instead of starting tiers of content struggling for mana and finishing tiers where mana is irrelevant, they increased base regen and provided a cheap healing "rotation". As you gear up you will gain Spirit more slowly and will never be able to spam your most expensive spells.
    • Lastly, tanks are a little less powerful and raid cooldowns have been toned down. This means our heals mean more, are needed more, and we have greater control over mitigating incoming damage rather than our DPS and Tanking counterparts being able to do our job for us.

    Holy Paladin Changes from 5.4 to 6.0:

    • Holy Power finishers now have a cast time. Light of Dawn, Word Of Glory, and Eternal Flame all have 1.5 sec base casts. Part of another general change to reduce how much healing can happen while moving.
    • Tower of Radiance no longer generates Holy Power. It reduces the cost of heals on the Beacon Target instead.
    • Cool Down Changes: Avenging Wrath has been merged with Divine Favor, and Guardian of Ancient Kings to provide one mega cool down. Hand of Salvation is Protection only, Devotion Aura is Holy only.
    • Mana Cost: Holy Radiance has a huge mana cost and cannot be spammed for Holy Power. Divine Plea is gone so there is no active mana regen ability. Additionally, Mana Tide Totem and Hymns of Hope are gone. Beacon of Light now also has a mana cost but Judge and Denounce are mana free.
    • Divine Light is gone. Just have Holy Light and Flash of Light. They are the same strength.
    • Eternal Flame now stacks Illuminated Healing again. The HoT is much weaker and 1, 2, and 3 Holy Power strength casts buffs the initial heal and the duration of the HoT (10/20/30sec). Sacred Shield is much stronger to compete with Eternal Flame.
    • Holy Shock now has double your critical strike chance rather than a flat 25% bonus to crit. Critical strike is also our specialized stat and we gain 5% additional crit from its rating.



    Section 2: Crash Course Guide

    A: Talents and Glyphs

    Talents:



    • [15] - Movement Tier: Speed of Light is a sprint on demand. Pursuit of Justice is a "static" movement buff (increases based on current holy power).
    • [30] - Crowd Control Tier: Fist of Justice reduces the CD of your 6 sec stun to 30 sec. Other choices are 1 min CC and Aoe Daze. Either are perfectly fine options.
    • [45] - Healing Spells: Eternal flame puts a HoT on your WoG. Refreshes mastery shields. Sacred Shield, a HoT Shield, is perfectly viable, changes play style. Selfless healer buffs Flash of Light but requires the use of the "non-healing wet noodle hitting" Judgment.
    • [60] - Utility: All are useful, although Hand of Purity is only useful in rare and specific encounters. Unbreakable spirit cuts the CD of Lay on Hands, Divine Shield, and Divine Protection in half which can be a life saver. Clemency for double Blessing of Protections can be required for some fights.
    • [75] - Healing Buff: An argument can be made for all three. Holy Avenger is biggest burst, Sanctified Wrath has the most sustained healing and best mobility, Divine Purpose can be fun and scales well with T17 Set Bonus.
    • [90] - Healing Spells: Holy Prism for most encounters. Target boss and enjoy the huge smart AoE heal. Light's Hammer is best for stacked infrequent AoE healing fights, biggest heal but long CD that wont always line up.
    • [100] - Beacon of Light Modifiers: Beacon of Faith lets you have two beacons. Will be the winner in most raiding situations. Beacon of Insight can be useful in small groups or single tank fights. Saved by the Light is an excellent talent for fights with high chance of tank deaths as well as 5-mans with new tanks. Less total healing but can prevent deaths. More written about Saved by the Light talent Here.

    Glyphs:



    None of the following are Mandatory. They are all are useful and viable here are the best options:
    • Beacon of Light: No GCD triggered when casting Beacon of Light. Required if you do frequent beacon swapping.
    • Hand of Sacrifice: Take away the humiliation of killing yourself while being useful. No damage transferred when using Hand of Sacrifice.
    • Divinity: Gain 10% mana back when you use Lay on Hands. Mana-Pot while saving a life. Does increase the CD of Lay on Hands.
    • Merciful Wrath: Reduces the effectiveness of Avenging Wrath but doubles the up-time. Good for encounters with more frequent small burst of damage. If you need a huge healing CD don’t take. If you need more frequent healing boosts this talent works well.
    • Cleanse: Gain 2 charges of cleanse, situational.
    • Divine Protection: Instead of 40% less magic damage, 20% physical and 20% magical damage reduction. Situational.
    • Flash of Light: 10% buff to next heal from you to the target of your Flash Heal. Can be good for tank healing if you find yourself spamming Flash of
    • Light on a tank.
    • Protector of the Innocent: 20% self heal when you cast Word of Glory. Situational.

    B: The Spells

    Single Target Heals:

    • Holy Shock - Generates Holy Power, instant. Used on CD.
    • Holy Light - Slow and Cheap. The Filler.
    • Flash of Light - Fast and Expensive. For panic heals on single target. Good for 5 man dungeons.
    • Word of Glory/Eternal Flame - Holy Power Finisher. Cast at 3 Holy Power. Keep on tanks, EF's HoT ticks for 50% more on self.
    • Sacred Shield - Acts as a HoT Shield. Has 3 Charges. Keep a charge regenerating at all times. Keep on tanks.

    AoE Heals:

    • Holy Radiance - Generates Holy Power. Heals up to 6 in a small radiance from the targeted player. Very Expensive.
    • Light of Dawn - Holy Power Finisher for AoE. Cast at 3 Holy Power. 30 yard range.
    • Light's Hammer or Holy Prism - Most powerful healing spells we have, use on CD or as fight requires.

    There are two major play styles. Eternal Flame and Sacred Shield. As of now they are very close in output and different fights will favor once spec over the other, don't feel guilty picking the play style you prefer, they are very close to each other.

    Rules:

    • Cast Holy Shock on CD.
    • Use your finisher at 3 holy power, not less.
    • Cast Light of Dawn with Sacred Shield talent. Cast Eternal Flame when using Eternal Flame talent. Using Word of Glory with Sacred Shield is situational and usually a HPS loss. Using LoD with Eternal Flame is situational and usually a HPS loss. Keep EF on tanks and self if no other obvious targets.
    • Sacred Shield has 3 charges, 10 second recharge. Get 3 out on the raid and then just keep it recharging, okay to pool 2 charges, just don't let it sit at 3 charges. Prefer tanks.
    • Use Holy Prism with boss/enemy as target on CD. Biggest Heal we have. If you have Light's Hammer save for raid wide damage or on CD based on Encounter.
    • Beacon of Light should on the tank taking damage. With Beacon of Faith, level 100 talent, 2nd beacon should be on the other tank or whoever is taking frequent damage. They share a 3 second CD and has a mana cost. Frequent beacon swaps is a dead play style.
    • Use Holy Light as filler. Your heals put shields on players so even if players don't need a heal they likely can use the shield. Healing a target that needs more health is always preferred to just putting a mastery shield on someone with your over-heal, but don't be worried about over-healing unless people are dying.
    • Use Holy Radiance during heavy raid damage on clumped groups only, use sparingly it is too expensive to cast more than a handful of times.
    • Use Flash of Light for heavy single target damage, if the target has Beacon of Light/Faith it will be more mana sustainable.

    Using Cool Downs:

    Avenging Wrath is our major CD. 100% more healing plus 20% more crit and haste. Have a plan when you need to use it, if you don't have a plan use on CD. Not using your CD's is a common mistake that really affects your HPS. With Sanctified Wrath you can alternate Holy Shock and Holy Light (and LoD/EF at 3 HP) due to the very short CD on Holy Shock.

    Holy Avenger is a talent we can take. Every Holy Power generator generates 3 Holy Power while active. For max healing alternate Holy Shock - Finisher - Holy Radiance - Finisher if at ranged or if in melee and low on mana use Crusader strike instead of Holy Radiance.

    Quick things to know:

    • Always have Seal of Insight active
    • Holy Shock has double your critical strike chance
    • Holy Paladins gain 5% additional crit from gear
    • Infusion of light reduces the cast time of Holy Light or Holy Radiance by 1.5sec after a Holy Shock crit. Basically a Holy Light haste buff, don't need to manage if you are using Holy Light regularly as your filler.
    • Enhanced Holy Shock is a level 92-100 perk. 10% chance for your Holy Light or Flash of Light to make your next Holy Shock not trigger a CD. Just double up on Holy Shock when it procs.
    • Daybreak is a passive talent that lets your Holy Shock splash 15%/30%(+ 100 Perk) of its healing to up to 6 targets within 10 yards after you cast Holy Radiance. Since Holy Radiance is rarely used due to its expensive and because Holy Shock is used on CD it is not something that needs to be managed closely.
    • Healing the Beacon of Light/Faith target returns 40% of the mana spent on the target. Used for low cost sustained healing, when paired with Beacon of Light Swapping can reduce mana cost. More about this topic is written Here.

    Rotation:

    Rotations are not completely realistic for healing, and it is important to pick the right heal for the job, when you need it. But I believe it is helpful to know what the general flow of healing would be during sustained damage.

    • Eternal Flame: Holy Prism - Holy Shock - Holy Light - Holy Light - HS - HL - HL - HS - EF...
    • Sacred Shield: Holy Prism - Holy Shock - Sacred Shield - Holy Light - Holy Light - HS - HL - HL - HS - LoD - Sacred Shield...

    C: Utility

    Holy Paladins have several spells that give significant utility and should be used frequently as it is a very important part of our tool kit:
    • Hand of Sacrifice - 30% damage reduction for the target. This is your tank or "soak" CD to keep people alive for the hard hitting stuff.
    • Hand of Protection - Immunity to physical damage. Frequently clears debuffs, can save squishy DPS from aggro pulls.
    • Hand of Freedom - Clears movement impairing effects, anytime there is a dangerous slow effect it should be used.
    • Divine Shield - Immunity for paladin. Use for uninterrupted casting, clear debuffs, soaking big hits, high raid damage, almost dead, oh shit I mess that up movements, and many more!
    • Lay on Hands - Your huge instant save a Tank (or filthy DPS) spell.
    • Devotion Aura - Raid wide damage CD, reduces only magic damage but can save the raid regardless.

    D: Gearing

    Currently the stat priority is for both EF and SS is:
    • Intellect = Spirit > Crit > Haste = Mastery > Mulstrike = Versatility.

    Spirit is only available on Necks, Cloaks, Rings, and Trinkets. You want spirit pieces in all of those slots. More about why is written below or can be found Here.

    Enchants, Gems, Food, and Flasks:
    • In WoD enchants, gems, and food are available in secondary stats only: Crit, Haste, Mastery, Multi-strike, and Versatility.
    • Slots for enchants are neck, cloak, and rings. Go critcal strike for all. Weapon Enchant options are similar to the other enchants in that there are crit, haste, etc proc enchants but there is also a spirit enchant, Mark of Shadowmoon, that is by far the best choice.
    • All gems are prismatic. Go Critical Strike for all. +35 cheap gems, +50 expensive gems.
    • Flasks are still primary stats. Go Intellect: Greater Draenic Intellect Flask.

    BiS and Gearing:



    The above graphic is from another source Not my work or graphics!

    In WoD there are multiple ways to obtain gear and many have random chance rolls to be a higher item level, have extra slots, have a gem socket. Lots of ways through crafting and garrisons to obtain and upgrade gear as well. BiS lists are hard to compile pre-raiding. I recommend using a database and stat valuing site like AskMrRobot.com (with corrects stat weights) to value gear.






    Section 3: It's All in the Details: Min-Max Section

    The following section will have charts with more info about variations in rotations, talent, selections, and general min/max good/bad practices.

    Healing Chart:



    • The above looks at the projected HPS for the major talent choices at 645 ilvl. Beacon of Insight assumes perfect execution of following beacon which provides a 40% buff to healing that jumps every time a player is above 90% health. The main take home of the above is that the talents are all very close although Sacred Shield has the highest mana cost, even with 6.1 changes. For the extra work of managing SS and its cost Eternal flame is the not so clear winner.
    • More charts for 670 and 695 ilvl can be found Here

    Tier 75 Talents and Tier 17 4pc Set Bonus:



    • The above shows Sanctifed Wrath as the best sustained healing. Holy Avenger has the best Burst when using Holy Radiance while active. Divine Purpose averages below the others, scales best with T17 pc bonus. Overall the set bonus is only a few percent more HPS due to the slow holy power generation limiting the number of our finishers. More information is Here.

    Heroic 5-mans and Challenge Modes:

    Especially early on, or with new tanks, 5-mans and CM are mostly a game of keeping the tank alive through spike damage. This means lots of Flash of Light and heavy reliance on single target healing. Gear levels, spirit levels, are lower, but fights are shorter so going OOM is less of an issue although still possible. A few things change in this niche of healing.

    • Flash of light spam is highest single target HPS.
    • Sacred Shield is best single target healing with FL.
    • EF is best total raid healing with FL.
    • It is a single target HPS loss to cast holy shock and our HP finishers over FL.

    Basically means when the tank is living on the edge hope you already have SS/EF on it because you want to just spam FL. More is written about this topic Here and Here.

    Stat Weights:



    • There are more specific stat weights for the type of fight and item level. The above is an average number. For more details go Here.

    Tier 17 Trinket List:



    • The above is valuing spirit fully, for those like me always wishing I had more mana, especially on long fights.



    • The above is valuing spirit at half, or similar to other secondaries. For short fights or players with surplus mana.

    Mana Consumption/Regen:

    • The most basic healing rotation costs 1500-1600 MPS. Our base mana regen is 963 MPS. Every 50 spirit is 21 more MPS. At these values we will never be mana neutral as we will never get enough spirit to cast indefinitely and spirit will always buy time before OOM. Here is a chart to show how more spirit increases healing than if those stats were put into other secondaries or even intellect:



    Crusader Strike Use:



    • Simply posting the above chart to show that Crusader Strike is not a cheap way to boost Holy Power production and healing. It is a loss for both. Crusader Strike should only be used during Holy Avenger if you have that talent if you don't have the mana for Holy Radiance.

    Sub 3 HP Finishers:

    • Frequently people will think they are better off casting 1 HP finishers to get more EF or LoD out. This is especially not a good habit to have in WoD because our HP finishers are not that much stronger than our other spells even at 3 HP and with EF the number of HP determine the length of the HoT. Casting 1 Holy Power finishers is more than not optimal, it is a HPS loss compared to just casting Holy light (a 1 hp EF is 1/2 the healing of a Holy light).

    Thanks for reading, the guide is a work in progress and will be updated as the expansion, tuning, and creative game play evolves the holy paladin class.
    Last edited by bouchbagfett; 2015-02-09 at 03:53 AM.

  2. #2
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    I love you bouch

  3. #3
    Mechagnome Yzyz's Avatar
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    Thanks for the guide. This is what we have been needing with the expansion around the corner. Much appreciated.

    Amazing sig compliments of Alyajna!

  4. #4
    Thanks for putting something up! I'm not sure I 100% agree with using EF as the go to talent for T3 for Highmaul. I just don't think we'll be able to throw enough finishers around to put it over the top. Once we get set bonus, I think EF is corrrect.

    I also would slot Merciful Wrath over Beacon since by design we're not going to be Beacon swapping so removing the gcd is pretty meh.
    Living the casual life, oh yeah.

  5. #5
    Great guide. The paladin community is lucky that people like you go into so much depth.

  6. #6
    Quote Originally Posted by Lucyrotten View Post
    Thanks for putting something up! I'm not sure I 100% agree with using EF as the go to talent for T3 for Highmaul. I just don't think we'll be able to throw enough finishers around to put it over the top. Once we get set bonus, I think EF is corrrect.

    I also would slot Merciful Wrath over Beacon since by design we're not going to be Beacon swapping so removing the gcd is pretty meh.
    I added Merciful Wrath as an option. Did some math on it too and I think it is a "if the shoe fits" kind of glyph. Can be a bonus but not always.

    I agree pre T17 4pc SS can be stronger at times, but it is more MPS so it is a trade off.

  7. #7
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    Sticky like a movie theater floor.

    Thanks for the guide, bouch!
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  8. #8
    Quote Originally Posted by bouchbagette View Post
    I added Merciful Wrath as an option. Did some math on it too and I think it is a "if the shoe fits" kind of glyph. Can be a bonus but not always.

    I agree pre T17 4pc SS can be stronger at times, but it is more MPS so it is a trade off.
    The MPS difference is marginal for the most part, SS is a really cheap spell for what it does compared to EF.

    Jump through less hoops, has a stronger "HoT" and is cheaper to cast. Also more mobile as you can burn SS stacks while on the fly if you don't want to feel useless for movement heavy phases.

    BTW, if we wanted to cast WoG instead of LoD with SS slotted, what would be the difference in HPS?

    Edit:

    Why is the SS rotation x2 rather than x1?

    You start with 3 charges, then in your rotation its (HS -> SS * 2 -> HR * 2) * 3 -> LoD + Prism
    You would run out of charges on the 2nd time you tried to do the specified rotation, then for the rest of the fight even if you stick to the rotation strictly, you can only choose to use 2x SS every alternate cycle, or 1xSS every cycle, which makes the rotation closer to

    HS -> SS * 2 -> HL
    HS -> SS -> HL
    HS -> SS * 2 -> HL
    LoD

    then for the rest of the fight

    HS -> SS -> HL
    HS -> HL -> HL
    HS -> SS -> HL
    LoD

    HS -> HL -> HL
    HS -> SS -> HL
    HS -> HL -> HL
    LoD

    and repeat

    because SS recharges one at a time and can't recharge faster than 10 seconds.

    This would also mean that SS is more expensive on the first cycle, then the MPS requirements actually dwindle after that.
    Last edited by PosPosPos; 2014-11-11 at 03:33 PM.
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  9. #9
    The SS x2 isn't really x2. Just a way to short hand it. The number of SS is based on the rotation length/11. I did 11 instead of 10 because we usual don't hit SS just as it comes up due to gcds and fining casts. 1 per 11 sec is likely still too generous.

    I did the rotations with a WoG as well. It is really close. LoD is only ahead if it hits 5+ targets or is much lower over heal. Picking a WoG when an aoe spell would basically just refresh heals will be more effective than the non-optimum LoD.

    SS is about 4.6k mana. Which is more 40% more than a holy light. SS is about 200 mps higher than EF on average for the rotation.

  10. #10
    Bloodsail Admiral TrollShaman's Avatar
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    Very nice guide! I'm looking forward to main spec Holy once again on my Paladin alt and this will be very helpful.

    Although, can anyone explain why crit is suddenly better than haste/mastery? Is it solely because of the 5% extra crit scaling and Holy Shock's doubled crit chance such that crit would scale excellently compared to haste/mastery?

  11. #11
    Quote Originally Posted by TrollShaman View Post
    Although, can anyone explain why crit is suddenly better than haste/mastery? Is it solely because of the 5% extra crit scaling and Holy Shock's doubled crit chance such that crit would scale excellently compared to haste/mastery?
    Those two things are probably the major reasons it's better, but also because critical heals are less likely to result in overhealing in the new healing model. Also consider that additional crit (up to crit cap for Holy Shock) will effectively result in additional haste through Infusion of Light procs.
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  12. #12
    Also can't forget that with Enhanced Holy Shock, our HL and FoL has a 10% chance to not trigger the CD on holy shock.

  13. #13
    Quote Originally Posted by bouchbagette View Post
    The SS x2 isn't really x2. Just a way to short hand it. The number of SS is based on the rotation length/11. I did 11 instead of 10 because we usual don't hit SS just as it comes up due to gcds and fining casts. 1 per 11 sec is likely still too generous.

    I did the rotations with a WoG as well. It is really close. LoD is only ahead if it hits 5+ targets or is much lower over heal. Picking a WoG when an aoe spell would basically just refresh heals will be more effective than the non-optimum LoD.

    SS is about 4.6k mana. Which is more 40% more than a holy light. SS is about 200 mps higher than EF on average for the rotation.
    Hmm ic.

    I was thinking that WoG instead of LoD was going to close because of double beacons, guess it was more or less correct.
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  14. #14
    Through my own gameplay alone, I feel the secondary stat priority should be:
    crit > mastery > haste = =

    I'd like some insight as to why haste is considered better than mastery, especially with our high base crit rates and more holy shocks due to draenor perks, we have more IoL buffs. I seldom see myself casting Holy Light or Radiance without IoL buff.

    I'm not trying to disprove anyone's hardwork and testing, but I would just like to know the math behind the stat priority in OP.

    Thanks!

  15. #15
    Quote Originally Posted by Royals Ego View Post
    Through my own gameplay alone, I feel the secondary stat priority should be:
    crit > mastery > haste = =

    I'd like some insight as to why haste is considered better than mastery, especially with our high base crit rates and more holy shocks due to draenor perks, we have more IoL buffs. I seldom see myself casting Holy Light or Radiance without IoL buff.

    I'm not trying to disprove anyone's hardwork and testing, but I would just like to know the math behind the stat priority in OP.

    Thanks!
    Mastery doesn't transfer through Beacon healing, hence its lower comparative value overall.

    - - - Updated - - -

    Bouch, did you correct your spreadsheet to account for Versatility boosting SS? On your original blog you mentioned the tooltip didn't show Vers as changing it, but a commenter here on MMO-C or on your blog said Vers did indeed change in combat logs based on Vers.
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  16. #16
    Stood in the Fire Tyranader's Avatar
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    The Icy Veins guide Lists Haste above Crit so now I am just a little confused because 1 guide says 1 thing and 1 says another...

    http://www.icy-veins.com/wow/holy-pa...stics-priority

  17. #17
    The Patient Kerfax's Avatar
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    Quote Originally Posted by Tyranader View Post
    The Icy Veins guide Lists Haste above Crit so now I am just a little confused because 1 guide says 1 thing and 1 says another...

    http://www.icy-veins.com/wow/holy-pa...stics-priority
    Bouch explained the reasoning for his stat weights here, and it looks like Icy Veins is going off of straight numerical values obtained from Simulationcraft.

    I'm not currently playing, but I can tell you that Haste is also hard to run early in the expansion because of mana regen problems. (If there are huge changes to regen since last expansion forgive me for my ignorance.)

  18. #18
    I am Murloc! Tomana's Avatar
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    Hello,

    Thanks for this guide, but I have a question: from what point on it is worth ditching the MOP legendary cloak and replace it with WOD items?
    I have a 630 one from a dungeon and it still has less intel than the orange one. I noticed that you go for the 630 cloak in your gear list, so it seems a bit weird.

    Thanks in advance.
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  19. #19
    Quote Originally Posted by Jackielope View Post
    Bouch, did you correct your spreadsheet to account for Versatility boosting SS? On your original blog you mentioned the tooltip didn't show Vers as changing it, but a commenter here on MMO-C or on your blog said Vers did indeed change in combat logs based on Vers.
    Yep I fixed it. Pretty static value now.

    Quote Originally Posted by Tomana View Post
    I have a 630 one from a dungeon and it still has less intel than the orange one. I noticed that you go for the 630 cloak in your gear list, so it seems a bit weird.
    Legendary Cloak has 83 Int and 146 secondary stats with a gem. 630 has 94 intellect and about 124 secondary stats. Int is more than double secondaries it comes out to be worth almost the same. The proc doesn't work at 100 in dungeons anymore and you also get more stamina.

    Quote Originally Posted by Tyranader View Post
    The Icy Veins guide Lists Haste above Crit so now I am just a little confused because 1 guide says 1 thing and 1 says another...
    The stat list there doesn't have values so it is hard to say how much it differs, but my stat weights are very close between crit and haste and the remaining stats are pretty similar in strength and definitely less than haste and crit.

  20. #20
    Stood in the Fire ImEveryCliche's Avatar
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    Thanks for posting a clean, concise and informative guide. Much appreciated Bouch!

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