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  1. #1
    Member Menthu's Avatar
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    Dec 2007
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    Zürich, Switzerland
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    Default WotL Talent Calculator, post yours!

    http://www.wow-europe.com/en/info/ba...00000000000000

    Full elemental tree + some in enhancement for the instant ghostwolf and the mana shield (extra mana).

    Any other suggestions?

    -Jungle Love

  2. #2

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    PVE spec http://www.wow-europe.com/en/info/ba...000000000#none
    SICK extradmg from blessing of might, battleshout ++
    And you get to use your other useless totems, strenght of earth and your agi totem
    Mulitboxing four shamen.
    [s]Ravencrest-EU.[/s] Xavius-EU

  3. #3
    5 Boxing (85):
    Paladin, 2xMage, Warlock, Priest
    Paldius, Magria, Magrib, Walina, Priset
    Currently:
    5 Boxing (85):
    Paladin, 3xWarlock, Shaman
    Ghallo, Warlisia, Warlisib, Warlisic, Pleo!

  4. #4

    Default

    Think that this pally build is a little better.

    Lock questing (go demo first)
    Lock End game

    Sham PvE
    Aion:
    Azphel
    Dual Sorcerer (Medeia, Meddeia)
    1--------10---------20-x-------30---------40---------50

    Wow Horde retired
    Team 1: 1 pally and 4 shamTeam lvl 70
    Team 2: 1 DK and 1 Priest lvl 80

  5. #5

    Default

    Drizzit, you can say "I'd use this" but if you want to say "this is better than yours" - you're going to have to comment on why.

    You leave out "Judgement of the Just" - which I think will be mandatory for boss fights... seeing as how I will alway have the boss with some form of judgement on them - and reducing their melee attack speed by 20% means ... 20% less damage that I'll be taking. (That's HUGE as far as mitigation goes).

    You leave out "Improved Hammer of Justice" - even though it now reduces the HoJ CD to 30 seconds ... which is awesome while clearing trash when Righteous Defense is on cooldown and some mob insists on beating on your healer.

    You leave out "Guardian's Favor" - which is a DPS ability for a multi-boxer! I toss BoP on my mage and they can spam AE for 10 seconds while taking no damage from just about any mob I'd be using AoE with anyway. Additionally, I have a key mapped to "BoP MY HEALER" - which I use all the time. Living healer = good.

    You trade "Heart of the Crusader" for "Vindication" ? Vindication which is buggy, and some mobs have immunity to? Heart of the Crusader increases the crit chance of all your toons by 3% ... since I have 4 toons (sometimes 5) casting at my target, that's a nice multiplier to have.

    "Shield of the Templar" ... not sure about that ability, but I only use AS for pulls, I may spam Holy Shield - but it is never a real source of mana issues for me anyway.
    5 Boxing (85):
    Paladin, 2xMage, Warlock, Priest
    Paldius, Magria, Magrib, Walina, Priset
    Currently:
    5 Boxing (85):
    Paladin, 3xWarlock, Shaman
    Ghallo, Warlisia, Warlisib, Warlisic, Pleo!

  6. #6

  7. #7

    Default

    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You leave out "Judgement of the Just" - which I think will be mandatory for boss fights... seeing as how I will alway have the boss with some form of judgement on them - and reducing their melee attack speed by 20% means ... 20% less damage that I'll be taking. (That's HUGE as far as mitigation goes).
    This is why i am a little iffy on it, it says "Your judgment spells" it doesn't say a certain judgment spell, like one
    that gets refreshed, it says spells, meaning any judgment. It also
    doesn't say how long it stays on the target for. Is it 20% slower for the rest of the fight, is it 20% for 4
    seconds? If it is for the whole fight then it is worth it and i will
    put the 2 points in it, if it is for 4 seconds i will probably not get it. So depends on how long it lasts.


    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You leave out "Improved Hammer of Justice" - even though it now reduces the HoJ CD to 30 seconds ... which is awesome while clearing trash when Righteous Defense is on cooldown and some mob insists on beating on your healer.
    Imporoved Hammer of Justice only affects 1 target. And it just stuns them, it doesn't create extra threat when used. Granted that it stuns the target from beating on your healer, but your party (including healer) should not be pulling agro. I've been with a couple pally tanks, and found that for a dps (my lock) i find it real hard to pull agro off of him even using my seed (using my seed i seed the main target, but its damage affects everyone around that target, and i rarely pull agro from the tank). I have a friend pally tank and he was a friend mage, and what the mage tries to do is on every pull try to pull agro from the pally, I say he pulls about 1 out of 20 times, and when he does pull the mob is like 2% health. I don't know the number off the top of my head but i think dps great 1 point of threat and healing gets .5 points of threat. I just think it is a waste of points, all the good pally tanks that i party with always leave that one out.

    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You leave out "Guardian's Favor" - which is a DPS ability for a multi-boxer! I toss BoP on my mage and they can spam AE for 10 seconds while taking no damage from just about any mob I'd be using AoE with anyway. Additionally, I have a key mapped to "BoP MY HEALER" - which I use all the time. Living healer = good.
    Are you using this build as a instance build or a grinding build? I built mine for instances. If you also built this for instance then why would you put that on a mage to do AoE for 10 seconds? You are not likely to kill mobs in 10 seconds. In that 10 seconds your mage just gained a load of agro which will be hard for the pally to get back. This will work for non elite mobs but not against equal lvl elite mobs. When i party with pallies with my lock i always use seed, which is an AoE, and i rarely pull from the pally. From all the good pally tanks that i know they don't use this either.
    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You trade "Heart of the Crusader" for "Vindication" ? Vindication which is buggy, and some mobs have immunity to? Heart of the Crusader increases the crit chance of all your toons by 3% ... since I have 4 toons (sometimes 5) casting at my target, that's a nice multiplier to have.
    I will give you this one... sort of. This is why i will give you this one, when i was reading the talent i thought that it only increase the 3% to the pally not to all toons. This is why i am a little iffy on it, it says "Your judgment spells will also increase" it doesn't say a certain judgment spell, like one that gets refreshed, it says spells, meaning any judgment. It also doesn't say how long it stays on the target for. Is it 3% for the next damage done, is it 3% for the rest of the fight, is it 3% for 4 seconds? If it is for the whole fight then it is worth it and i will put the 3 points in it, if it is for the next damage then it isn't worth it, if it is for 4 seconds i will probably not get it. The reason i pick vindication, even though it is "buggy" and some mobs have immunity to it (yes i know like 98% of the bosses are immune to it), but there are only 3-5 bosses per instance and the rest is trash. Plus with vindication i don't have to cast anything, it is a chance with hit, so if i get that on a mob then that mob will go down quicker.

    Addition note, it looks like they updated this sense yesterday, now it is a 2 point skill and it is 20% (5% more)
    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    "Shield of the Templar" ... not sure about that ability, but I only use AS for pulls, I may spam Holy Shield - but it is never a real source of mana issues for me anyway.
    Shield of the Templar also increases the damage and decrease mana of holly shield, which is always used by pallies. Plus with the increase damage with the pull will make it harder for the party to pull off of the pally.



    Other stuff:
    - You are missing a lot a good tanking skills like Shield Specialization, why wouldn't you want 30% extra damage to be absorbed by your shield?
    - Toughness, you don't want to increase your armor value by 10%?
    - You have improved Devotion Aura and Improved Ret Aura. You can only have one Aura on at a time not 2. I pick improved ret over devotion because it is a little extra damage that will keep the mobs on me. I will even use on boss fights. I don't plan on using devotion that is why i didn't pick that skill.
    Aion:
    Azphel
    Dual Sorcerer (Medeia, Meddeia)
    1--------10---------20-x-------30---------40---------50

    Wow Horde retired
    Team 1: 1 pally and 4 shamTeam lvl 70
    Team 2: 1 DK and 1 Priest lvl 80

  8. #8

    Default

    PVP Ele spec


    Frost mage team

    Main
    Clones

    if like me u can only use AoE spells such as blizz etc on ur main (due to mouseage) then those specs seems imba to me ur main is the primary CCer and ur clones are the damage dealers

    in fact with the new Winter's grasp effect... You should be criting for insane damage a good 70% of the time

    from gear ur looking at .. what? 20% crit chance? + 3 from arcane instability + 10% form full winters chill application + 50% from winter's grasp when active = 80%+ whilst raiding insane much?

    I see arc/frost becoming the new raid spec
    1--------10---------20---------30---------40---------50---------60---------70---------80
    Kaiya, Ðeceased, Deceased, Decaesed, Deceasead, Deceasaed

  9. #9

    Default

    Quote Originally Posted by 'Drizzit',index.php?page=Thread&postID=92163#post9 2163

    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You leave out "Judgement of the Just" - which I think will be mandatory for boss fights... seeing as how I will alway have the boss with some form of judgement on them - and reducing their melee attack speed by 20% means ... 20% less damage that I'll be taking. (That's HUGE as far as mitigation goes).
    This is why i am a little iffy on it, it says "Your judgment spells" it doesn't say a certain judgment spell, like one
    that gets refreshed, it says spells, meaning any judgment. It also
    doesn't say how long it stays on the target for. Is it 20% slower for the rest of the fight, is it 20% for 4
    seconds? If it is for the whole fight then it is worth it and i will
    put the 2 points in it, if it is for 4 seconds i will probably not get it. So depends on how long it lasts.


    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You leave out "Improved Hammer of Justice" - even though it now reduces the HoJ CD to 30 seconds ... which is awesome while clearing trash when Righteous Defense is on cooldown and some mob insists on beating on your healer.
    Imporoved Hammer of Justice only affects 1 target. And it just stuns them, it doesn't create extra threat when used. Granted that it stuns the target from beating on your healer, but your party (including healer) should not be pulling agro. I've been with a couple pally tanks, and found that for a dps (my lock) i find it real hard to pull agro off of him even using my seed (using my seed i seed the main target, but its damage affects everyone around that target, and i rarely pull agro from the tank). I have a friend pally tank and he was a friend mage, and what the mage tries to do is on every pull try to pull agro from the pally, I say he pulls about 1 out of 20 times, and when he does pull the mob is like 2% health. I don't know the number off the top of my head but i think dps great 1 point of threat and healing gets .5 points of threat. I just think it is a waste of points, all the good pally tanks that i party with always leave that one out.

    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You leave out "Guardian's Favor" - which is a DPS ability for a multi-boxer! I toss BoP on my mage and they can spam AE for 10 seconds while taking no damage from just about any mob I'd be using AoE with anyway. Additionally, I have a key mapped to "BoP MY HEALER" - which I use all the time. Living healer = good.
    Are you using this build as a instance build or a grinding build? I built mine for instances. If you also built this for instance then why would you put that on a mage to do AoE for 10 seconds? You are not likely to kill mobs in 10 seconds. In that 10 seconds your mage just gained a load of agro which will be hard for the pally to get back. This will work for non elite mobs but not against equal lvl elite mobs. When i party with pallies with my lock i always use seed, which is an AoE, and i rarely pull from the pally. From all the good pally tanks that i know they don't use this either.
    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    You trade "Heart of the Crusader" for "Vindication" ? Vindication which is buggy, and some mobs have immunity to? Heart of the Crusader increases the crit chance of all your toons by 3% ... since I have 4 toons (sometimes 5) casting at my target, that's a nice multiplier to have.
    I will give you this one... sort of. This is why i will give you this one, when i was reading the talent i thought that it only increase the 3% to the pally not to all toons. This is why i am a little iffy on it, it says "Your judgment spells will also increase" it doesn't say a certain judgment spell, like one that gets refreshed, it says spells, meaning any judgment. It also doesn't say how long it stays on the target for. Is it 3% for the next damage done, is it 3% for the rest of the fight, is it 3% for 4 seconds? If it is for the whole fight then it is worth it and i will put the 3 points in it, if it is for the next damage then it isn't worth it, if it is for 4 seconds i will probably not get it. The reason i pick vindication, even though it is "buggy" and some mobs have immunity to it (yes i know like 98% of the bosses are immune to it), but there are only 3-5 bosses per instance and the rest is trash. Plus with vindication i don't have to cast anything, it is a chance with hit, so if i get that on a mob then that mob will go down quicker.

    Addition note, it looks like they updated this sense yesterday, now it is a 2 point skill and it is 20% (5% more)
    Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
    "Shield of the Templar" ... not sure about that ability, but I only use AS for pulls, I may spam Holy Shield - but it is never a real source of mana issues for me anyway.
    Shield of the Templar also increases the damage and decrease mana of holly shield, which is always used by pallies. Plus with the increase damage with the pull will make it harder for the party to pull off of the pally.



    Other stuff:
    - You are missing a lot a good tanking skills like Shield Specialization, why wouldn't you want 30% extra damage to be absorbed by your shield?
    - Toughness, you don't want to increase your armor value by 10%?
    - You have improved Devotion Aura and Improved Ret Aura. You can only have one Aura on at a time not 2. I pick improved ret over devotion because it is a little extra damage that will keep the mobs on me. I will even use on boss fights. I don't plan on using devotion that is why i didn't pick that skill.
    Play a Paladin, then comment

    Judgements work on a very specific system. They are unresistable, and once applied to a target last 10 seconds until refreshed. They then refresh every time the pally's melee swing hits it (or a ret pally uses Crusader Strike). This answers basically all your statements on judgements.

    Don't confuse what an uber geared and focused paladin can do in terms of threat vs what a MBox paladin can do. Multiboxers just aren't going to have the time to focus on every threat ability at every cooldown chance. I am not placing this build on the General Forums saying "this is a 25man Raid Tank Pally Build" - this is a build meant to work well with the issues MBoxers face. Because of that, talents like IHoJ, and getting BoP every 3 minutes instead of 5 can mean the differance between a wipe and just a bad pull. Just the situation of a Pat adding can really throw a wrench at multiboxers - whereas a party can have the mages sheep FAST... the multiboxer either has macros to handle it, or he manually targets each mob and sheeps them in turn... all while the healer is getting aggro and the paladin has 0 threat lead and a taunt on a 15 second CD.

    Shield of the Templar is ... not a bad talent. But you have to think of where it is in the tree. My paladin runs out of mana from 1 thing and 1 thing only - consecrate. That's it. If I don't use consecrate, then I simply will never use mana faster than I get it from heals. If this talent included consecrate... it would be a no brainer. As it is, it is simply nice.

    For your other stuff.

    Shield Spec: This increases the amount of damage blocked by your shield. At max values ... this adds about 200 damage blocked. That may sound like a lot, but remember... that's only on attacks that are blocked rather than miss/parry/dodge. The overall bottom line to mitigation is ... not worth 3 talent points.

    Increase Armor by 10%: This is a talent that looks good on paper but doesn't perform in reality. Simply put, it doesn't even add as much mitigation as 2% dodge. 5 Talent points for that? I think not.

    Imp Ret/Devo. This goes back to MBox vs normal tanking. If I were a standard solo paladin, I would take only 1. Ret for 5 man, Devo for Raid. Easy. However, as a MBoxer I have knowledge other players don't. So ... the macro I use for "Prayer of Healing" on my priest will also be "Switch to Devo Aura" on my Pally. I can even put a pause/reset etc in the macro so I hit the button, get the heal, then hit it again to switch back to Ret Aura.
    5 Boxing (85):
    Paladin, 2xMage, Warlock, Priest
    Paldius, Magria, Magrib, Walina, Priset
    Currently:
    5 Boxing (85):
    Paladin, 3xWarlock, Shaman
    Ghallo, Warlisia, Warlisib, Warlisic, Pleo!

  10. #10

    Default

    [quote='Ghallo',index.php?page=Thread&postID=92553# post92553]Play a Paladin, then comment

    Judgements work on a very specific system. They are unresistable, and once applied to a target last 10 seconds until refreshed. They then refresh every time the pally's melee swing hits it (or a ret pally uses Crusader Strike). This answers basically all your statements on judgements.[/quote]Hmmmm you say play a paladin then comment, but then the text under it makes it sound like you NEVER played a paladin.

    Here are a couple that DON'T get refreshed
    [url='http://wow.allakhazam.com/db/spell.html?wspell=27170']Seal of Command[/url]
    Seal of Righteousness
    Seal of Blood
    Seal of Vengeance

    The talent says "Your judgment spells" which means ALL judgment spells not the ones that refresh after you hit. Like i said it is iffy. Could someone from the Beta could explain how this work?
    Aion:
    Azphel
    Dual Sorcerer (Medeia, Meddeia)
    1--------10---------20-x-------30---------40---------50

    Wow Horde retired
    Team 1: 1 pally and 4 shamTeam lvl 70
    Team 2: 1 DK and 1 Priest lvl 80

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