Holy Shield
Is a spell... Much like any other spell,
Howling Blast, and just like any other spell It has a cool down, that doesn't mean it
IS a Cooldown.
Protection Paladins have
Divinity When they spend 5 talent points into it. Show me where your other 6% is magically coming from?!?!
Argent Defender is a Talent, not a cool down. It will reduce 20% damage only on the initial hit that
TAKES YOU BELOW 35%, not once you are already below 35%. And will only heal you
ONCE every 2 minutes.
Icebound Fortitude on the other hand can be
ACTIVATED when you want it. Same 20% reduction and same 2 minute cool down. I know I would much rather like to be able to activate my 20% reduction instead of it just happen when i am close to dieing
ONLY. On top of that you have
Will of the Necropolis which will reduce Damage by an ADDITIONAL 15%, whenever you are going or
ALREADY below 35%. I would much rather Argent Defender get a 15 second cool down and work
WHILE i am below 35%.
You are talking about cool downs... Well since you can activate Icebound Fortitude when you want wouldn't that give
YOU a
DK more control over that cool down?
Block will only mitigate a certain amount, And this is a Paladin's biggest defensive mechanic. So even though the pally Blocked he will still get hit.
DKs on the other hand have high amounts of Parry. Now correct me if I am wrong, but doesn't parry avoid the hit all together?
No I do not see a pattern. At least one that makes sense. OMG so you don't have block, that is probably Because you do not carry a shield. Now lets look at the
REAL numbers shall we.
- The Paladin and the Death Knight used as examples BOTH have a 2830-2880 Gear score on WoW-Heroes.
- Due to the rules of MMO-Champion Forums, I can not link them. As they are not my Characters.
10k Hit on a Paladin
- Paladin blocks 2k
- The Paladin absorbs 480 Damage is through Improved Righteous Fury.
- The Paladin absorbs 226 Damage from Blessing of Sanctuary
- Another 219 from Shield of the Templar.
- The Paladin in this case has 27000 Armor, after talents.
- 4378 Damage is mitigated through armor.
- The Paladin takes 2697 Damage
- Roughly 73% of the damage is mitigated.
10k Hit on a Death Knight
- Death Knight absorbs 1k from Frost Presence with Improved Frost Presence
- Death Knight absorbs 1800 more damage from Bone Shield
- The Death Knight is equally geared to the Paladin, but only has 18.5k Armor, after talents.
- The Death Knight has Frost Presence, increasing their Armor to 29600
- 4608 Damage is mitigated through armor.
- The Death Knight takes 2592 Damage
- Roughly 74% of the damage is mitigated.
20k Hit on a Paladin
- Paladin blocks 2k
- The Paladin absorbs 1080 Damage is through Improved Righteous Fury.
- The Paladin absorbs 508 Damage from Blessing of Sanctuary
- Another 492 from Shield of the Templar.
- The Paladin in this case has 27000 Armor, after talents.
- 9851 Damage is mitigated through armor.
- The Paladin takes 6069 Damage
- Roughly 70% of the damage is mitigated.
20k Hit on a Death Knight
- Death Knight absorbs 2k from Frost Presence with Improved Frost Presence
- Lets assume the Death Knight does not have Bone Shield active.
- The Death Knight is equally geared to the Paladin, but only has 18.5k Armor, after talents.
- The Death Knight has Frost Presence, increasing their Armor to 29600
- 11524 Damage is mitigated through armor.
- The Death Knight takes 6476 Damage
- Roughly 68% of the damage is mitigated.
Looks pretty Even to me... But wait, you wanted to say that Paladins take
WAY less damage. We disproved physical damage. Maybe you are right with spell damage, lets check.
10k SPELL on a Paladin
- The Paladin absorbs 300 Damage from Blessing of Sanctuary
- The Paladin absorbs an additional 582 Damage from Guarded by the Light.
- Another 547 Damage is absorbed through Improved Righteous Fury.
- Another 257 from Shield of the Templar.
- Paladin blocks 0 Damage, huh can't block spells
- The Paladin in this case has 27000 Armor, after talents.
- 0 Damage is mitigated through armor, huh armor is null too.
- The Paladin takes 8314 Damage
- Roughly 17% of the damage is mitigated.
10k SPELL on a Death Knight
- Death Knight absorbs 1k from Frost Presence with Improved Frost Presence
- Lets assume the Death Knight does not have Bone Shield active. I really want to help you out here.
- Lets also assume the Death Knight does NOT have Anti-Magic Zone or Magic suppression.
- The Death Knight is equally geared to the Paladin, but only has 18.5k Armor, after talents.
- The Death Knight has Frost Presence, increasing their Armor to 29600
- 0 Damage is mitigated through armor.
- The Death Knight knows the spell is coming and uses his Anti-Magic Shell, because any good tank has DBM.
- The Death Knight takes 0 Damage
- 100% of the damage is mitigated.
And you can say "Oh, my Anti-Magic Shell was on cool down, cause it has a
LONG 45 second cool down." Well then even if you had your Bone Shield up you would take less Spell damage than a Paladin. And if both abilities are on cool down then you are a novice tank and need to learn when to use them.
1) No need to swear in a forum, it doesn't help get your point across.
2) Assinine is spelled Asinine
3) It is not Asinine. I just proved, with
REAL FORMULAS in use, that your views were wrong.
4) the references to formulas are linked at the bottom of my post... Feel free to check the math.
- The Paladin and the Death Knight used as examples BOTH have a 2830-2880 Gear score on WoW-Heroes.
- Due to the rules of MMO-Champion Forums, I can not link them. As they are not my Characters.
Paladin HEALTH
- The Paladin has 40k Health Unbuffed, As Wow-Heroes shows characters with no buffs on.
- The Paladin can add 4k Health with Greater Blessing of Sanctuary
- The Paladin can NOT use Blessing of Kings, so do not try to reply with that. 1 Paladin, 1 Blessing...
- The Paladin has a total Health of 44k, SELF BUFFED. EVERYONE can get the same raid buffs.
Death Knight HEALTH
- The Death Knight has 35k Heath Unbuffed, As Wow-Heroes shows characters with no buffs on.
- The Death Knight can add 2.1k Health with Frost Presence.
- The Death Knight has a total Health of 37.1k, SELF BUFFED. EVERYONE can get the same raid buffs.
So your views on the class mechanics of Health are correct. An Equally Geared Paladin will have more health than a Death Knight.
THREAT
- Threat is generated by a person's skill with their character. Effected by the abilities used and timing.
- Nothing Else needs Said about threat. If you need pointers, look up threat rotations.
MITIGATION
- We covered this above.
- Death Knights have better mitigation against Melee AND Spells than a Paladin. Especially if the Paladin does not block the attack.
Death Knight AVOIDANCE
- The Death Knight in my examples has 29.85% Dodge
- The Death Knight in my examples has 21.1% Parry
- This gives the Death Knight 50.95% Avoidance Chance
Paladin AVOIDANCE
- The Paladin in my examples has 27.72% Dodge
- The Paladin in my examples has 19.39% Parry
- This gives the Paladin 47.11% Avoidance Chance
Looks as if the Death Knight not only can mitigate more damage, but also avoids more damage. Please explain to
US ALL where you figure
ANYONE can get 130% avoidance!!!
I had to quote this part again to point out how absurd it is.
1) "Unhittable" is the same as Avoidance. Meaning you do
NOT get hit.
2) Block is not in the same category as avoidance.
3) Block does
NOT make you avoid the damage. It merely absorbs
SOME of the physical damage.
4) Above we covered how a Death Knight's mitigation makes up for the amount of damage a Paladin
CAN block.
5) Block is
NOT 100%. Death Knight mitigation
IS.
6) Even if a Paladin does block, they
STILL GET HIT!!!
Learn your rotations and cool downs is not a problem. Enough said about this...
You really don't get what he
ORIGINALLY MEANT!!!
He is not talking about
HIM using
Lay on Hands. All Paladins get this spell, and if a
HOLY PALADIN uses this at the wrong time. It
CAN & WILL mess up the rotation and use of a survival spell by the Protection Paladin. As it will add a debuff to the player it is
USED ON. This Debuff stops a Protection Paladin from being able to use
5 Different Abilities on himself for 2 minutes.
It would be the same as if a healer used a spell on you, but that spell stopped the use of your
Icebound Fortitude by adding a 2 minute Debuff to you. So even if your
Icebound Fortitude cool down is ready, the debuff stops you from casting it.
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REFERENCES
http://www.wowwiki.com/Formulasamage_reduction