does this mean we macro it to our most used abilites and forget it ? is this a nerf or a buff ?
does this mean we macro it to our most used abilites and forget it ? is this a nerf or a buff ?
It's a change, you can use it during periods of high damage (Double Attack, Flame Orders, Electrocute) to decrease the physical damage taken greatly.
We basically get a Shield Block. I haven't had any problems with physical damage during Electrocutes, TB trinket or glyphed Divine Protection cover the damage just fine.
Overall its a pretty decent nerf to prot paladin survivability.
However it does give prot paladins another Cd to manage.
In the long run it would have been much better off if they simply reduced the scaling of mastery or reduced it more then made mastery also increase the damage blocked, because this change was made entirely since they did not like that prot paladins were getting near a place they could cap block chance at.
The way balancing for WOW PVP works is allot like American politics.
1: Be lazy & ignore problems till the yelling is so loud your cant concentrate.
2: Refuse to do the things you have Said need to be done, then make up reasons why they cannot be done.
3: Lay the blame for problems on someone else even when it's your fault because you did all of the above.
basicaly for 10 secs during bosses ability x you block for 10% more, outside that against the 'normal damadge' of the fight your blocks are 10% less (compared to previous block)
since it's back on a cooldown i wish they had re-implemented the 'when you block it deals holy damadge to the attacker' back in.
I wonder if anyone has done the maths as to whether 102.4% is still "worth it" given the PTR change.
Be interesting to know how dodge/parry compare to mastery now.
It will always be worth it. However, you still have to balance a certain level of HP with your race to full CTC, so you don't get instagibbed by attacks that hit you for full (before you hit 102.4%) and high-damage magic attacks.
The change makes full CTC mandatory for Prot Paladins, since the ability won't reach full usage unless you actually block an attack.
It's just silly to me because Prot Paladins at one point were balanced around having Holy Shield up 100% of the time for boss encounters... So since it can only be up 33% of the time, do they get a 66% buff to their other survivability? I just don't like that the blues on the offical forums stated that the gap between great DK's and mediocre DK's tanking is fairly large and they like the DK model but not how big that gap is.... so let's nerf passive mitigation on 1 of the other classes to fix this :-P
You give the answer, then ignore it. They like the dk model because it allows skilled dks to do well (as well as they can), and bad dks to be punished for being bad. Now you can use your short cd when there might be a spike in melee dmg instead of a passive buff that requires no thought. Yes it is a nerf, but what do you expect when tanks can get block capped in the first tier of raiding? Also, what is the difference if they are now balanced around not having holy shield up 100%?
At 30% block mitigation (taking into account the average effect of Holy Shield), dodge and parry produce more average damage reduction per unit time than mastery until 1488 rating.
Whether or not the subjective feeling of "smoothing" out damage is more valuable than total average damage reduction is a different question.
Last edited by underdogba; 2011-06-20 at 04:39 PM.
While its true that this change adds another CD to manage & thus increases the skill cap for prot paladins its very far from the truth to say they will be balanced for it.
Overall its a fairly decent nerf to prot which was already starting to fall behind Dk's & warriors where survivability (especially against magic) is concerned.
At this point & time if they were to implement 1 simple little change prot paladins would be in a much better spot. That change is a simple modification to the old Guarded by the Light talent, simply make it so that either A: WOG casts on self heal for x% more over Y seconds or B: WOG casts on self create an absorb effect equal to x% of the heal.
The way balancing for WOW PVP works is allot like American politics.
1: Be lazy & ignore problems till the yelling is so loud your cant concentrate.
2: Refuse to do the things you have Said need to be done, then make up reasons why they cannot be done.
3: Lay the blame for problems on someone else even when it's your fault because you did all of the above.
The way balancing for WOW PVP works is allot like American politics.
1: Be lazy & ignore problems till the yelling is so loud your cant concentrate.
2: Refuse to do the things you have Said need to be done, then make up reasons why they cannot be done.
3: Lay the blame for problems on someone else even when it's your fault because you did all of the above.
http://www.mmo-champion.com/threads/...Prot-specific)
^ An entire thread on the very first page of this forum discussing this very change and nothing else. Search a little next time. If you don't feel like reading it all just look at pages 4 and 5.
TLDR: Pallies woulda been OP with a passive 40% block caped. The change can be either a nerf or buff depending on how it's used and what the fight mechanics are like. In all likelyhood we'll still be very strong all around but with this change there will be a slightly bigger difference in survivability between good and bad players. It's not a change that fixed our mastery scaling issue but that issue won't come into play until T13, so we're fine for now.
Not true on either count. Pallies are fine, possibly even better than fine.
Yeah back when blocking was useless for anything other than avoiding a crushing blow. Now we block for 30%, back then we'd be lucky to block for 5%.
Last edited by mmocf1640b68b7; 2011-06-22 at 04:30 AM.