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Divine Sacrifice
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Publication par
Jethedo
Divine Sacrifice *New Talent* (Tier 3) - 30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin's health). Instant, 2 min cooldown.
The 150% part dazzles me. Let's say there's quite a lot of raid damage, the Paladin uses this ability, but doesn't get healed. Boom, dead.
Is there something I'm missing? As far as I can tell, this ability is pretty damn dangerous, and a suicide ability. Since it redirects more damage than the Paladin's max health, using this is really risky. Plus it puts a burden on the healers too, because they now have to heal the Paladin along with the other raid members (who will still take 70% damage and will therefore still need healing).
The only time I think this ability will be useful, is when bubbled. But don't we have Divine Guardian for that?
Publication par
Jethedo
Also, let's say a Paladin has 20k health. 150% of 20k is 30k.
30.000 damage from the raid is being redirected to the Paladin. In current raids (Naxxramas and Ulduar), all mobs (bosses and trash) can deal 30k damage in less than a second to the entire raid (especially if there's a lot of AoE). Not 30k damage to all raid members, but spread out to all members, like in the form of AOE. For example, an ability like Consecration, that does 1.5k damage to everyone in the raid for 1 second.
Thus;
1) The Paladin has to be healed extremely fast, or he will simply die because of all raid members taking AOE damage at the same time, and everyone is redirecting 30% of that damage to the Paladin.
2) This ability would only last for 1 second, because once the 30k damage is redirected, the effect is gone.
So how is that even useful? An ability that redirects a minimum amount of damage in less than a second, and you've got a dead Paladin.
Publication par
160231
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277834
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Publication par
ArgentSun
A great offtank talent. If you know that a boss is about to do something very nasty to your MT, you could activate this and mitigate a good chunk of the damage. I am also seeing this as extremely useful during KT's
Trait de givre
.
Let me toss some math in here, just to see if my speculation is right.
As an OT, I should have around 30k+ buffed in Naxx10, and 35k in Naxx25. 150% of this is 45k/52k.
The melee DPS, the people most likely to get multiple hits by the Blast, may have...say, 22-25k hp buffed each.
Frost Blast will normally tick for 4x26%. That's ~6k damage every second, per DPS hit, for 4 seconds.
With Divine Sacrifice the damage drops down to 4x18.2% (4x ~4,500), with the OT soaking the other 1,500/sec per DPS.
Even if 4 Melee DPS members get hit, the OT will be taking ~6k per second, for 4 seconds. He should survive even without heals. Moreover, the DPS won't need heals either, assuming they were frozen with full hp.
Of course the MT will get hit once or twice, so the OT will soak some 3-5k extra damage, but that's still not enough to kill him immediately. Especially if the healers are aware that he is about to take a spike.
Another example: Sapphiron's Frost Aura - 1200 damage/2 sec on Normal, 1600 damage/2 sec on Heroic. If an OT (a paladin who will be really bored since there is nothing to OT in this fight) uses Divine Sacrifice at any point during the encounter would reduce that to 840/1120 damage/2 seconds. Given a max limit of 35k/52k, the OT should relief some stress off the healers for the duration of the spell. Groups with not-so-great AoE heals might consider this as an option.
An interesting option would be to have several paladins use this talent at the same time. Wouldn't that create an infinite loop...? o.O
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38556
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213712
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84594
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Publication par
ArgentSun
Holy Paladin talents are pretty tight right now. The 8% crit from 18 points in Retribution really outweights any raid benefit from Divine Sacrifice.
Publication par
Dunsinane
Holy Paladin talents are pretty tight right now. The 8% crit from 18 points in Retribution really outweights any raid benefit from Divine Sacrifice.
It isn't a matter of 8% crit vs Divine Sacrifice. Its...
Divinity = +5% healing done
Improved Devo Aura = +6% healing aura with any aura active
Divine Sacrifice = bubble to give your tank a damage reduction cooldown
Worth 8% crit? Maybe, maybe not, and I'll leave the theorycraft to someone that knows Holy better than I, but it does provide options.
Publication par
ArgentSun
Oh...I completely forgot about Divinity...
Publication par
VomitSlushie
Hand of Sacrifice? What happens to it? If it stays, this could be a combo spell with 60% damage redirected to me. Which would help alot in arena 2v2s when they target my partner.
Publication par
277834
This post was from a user who has deleted their account.
Publication par
Dunsinane
UPDATE
Divine Guardian re-designed: Now increases the effectiveness of Divine Sacrifice by an additional 5/10% and increases the duration of Sacred Shield by 50/100% and the amount absorbed by 10/20%.
So Divine Sacrifice is the old Divine Guardian, unlinked from Divine Shield. The new Divine Guardian looks... interesting. I can definitely see a Holy Paladin opting to go down Prot rather than Ret now.
Publication par
ArgentSun
Sacred Shield scales at 75% of spell power (500+0.75*SP).
For a well geared Holy Paladin, this talent means the difference between ~2,000 damage absorption and ~2,500 damage absorption. On a boss that hits for 6-10k on average, this is ~6% difference*, amirite?
6%, but not with 100% uptime.
Publication par
Dunsinane
Somewhere in that range. It'll absorb an extra 5-8% of the attack given those numbers. Not a bad return on two points.
In terms of a PvP healing spec, where you aren't going to see numbers that high on a regular basis, its potentially very powerful.
Aura Mastery just got interesting as well.
Aura Mastery: Now makes anyone affected by Concentration Aura to be immune to Interrupt and Silence mechanics and increases the effectiveness of all other auras by 100%. Lasts 10 sec. 2 min cooldown.
Publication par
ArgentSun
"Interesting" is certainly the best word to describe it. I am excited about the change and would certainly take is as Prot if it was a Tier2 talent. Adding a cooldown to the ever-passive Aura Mastery is like...adding an extra trinket. Resistance Auras are going to benefit quite a lot from it, and if a Holy Paladin goes down to Improved Devotion Aura in Protection, those extra 12% healing are going to be juicy.
Publication par
Dunsinane
Adding a cooldown to the ever-passive Aura Mastery is like...adding an extra trinket. Resistance Auras are going to benefit quite a lot from it, and if a Holy Paladin goes down to Improved Devotion Aura in Protection, those extra 12% healing are going to be juicy.
An extra trinket is a good way of describing it. +6% raid-wide healing for 10 seconds? Very nice for those damage bursts. Continuing to cast through a boss's silence effect? Huge.
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