Showing posts with label avenging wrath. Show all posts
Showing posts with label avenging wrath. Show all posts

Friday, January 30, 2009

Examining Ret Glyphs

After finally giving in to better judgment and replacing my Glyph of Seal of Command with Glyph of Consecration, my attention turns to my third glyph. Currently, I have Glyph of Crusader Strike equipped, which decreases the cost of Crusader Strike by 20%. Let's do a little math, shall we?

The cost of Crusader Strike is 6% of the paladin's base mana, which at level 80 works out to 351 mana. With the glyph, the cost drops by 20% to 281 mana, saving 70 mana per strike.

Over a 5 minute fight, a paladin can do a maximum of 50 Crusader Strikes - that would be if the paladin used Crusader Strike on cooldown, every cooldown, with no interruption and no latency. Unglyphed, those 50 Crusader Strikes would cost 17,550 mana. With the glyph, however, those same 50 strikes would cost 14,050 mana - a savings of 3500 mana, half of a raid-buffed mana pool.

But wait! There are other glyphs to consider! What about Glyph of Hammer of Wrath? This glyph reduces Hammer of Wrath's mana cost by 100%, making it free to spam your Hamxecute. At 527 mana per Hammer, you only need to cast Hammer of Wrath 7 times to have the mana savings from this glyph surpass that of Glyph of Crusader Strike in a 5 minute fight. That would mean that the boss's under 20% phase would need to last about 45 seconds so that enough hammers could be thrown to get that much of a benefit - that's 15% of the total fight.

I'm not convinced that a boss would only die 5% faster with warriors Executing, paladins Hamxecuting, mages throwing Molten Fury-empowered spells, and everyone going "full burn." However, as the "under 20%" phase gets stretched out and the paladin can use Hammer of Wrath more and more, the scale tips toward Glyph of HoW. For every Hamxecute used, that's 527 mana saved, versus 70 mana per Crusader Strike with Glyph of CS. So, if you experience long-ish fights (be it because the boss has tons of health or your raid DPS is low), Glyph of HoW is better. But, if you burn down bosses quickly (be it because the boss has low HP or your raid is uber), Glyph of CS is better.

There is also Glyph of Seal of Blood, which Alex uses and likes. I am not sold on its usefulness at first glance, but I am willing to entertain the thought. This glyph ups the mana return from Spiritual Attunement by 10% while Seal of the Martyr /Blood is active. 10% of 10% is 1%, so while a paladin has this glyph equipped and Seal of Blood going, he will receive 11% of the heal as mana instead of 10%. Now, I don't have numbers to validate how much a paladin will receive in healing over a 5 minute fight, as this varies wildly depending on the encounter, encounter length, and the damage output of the paladin. Let's consider the same 5 minute fight as above - to achieve the same mana gain/savings as Glyph of Crusader Strike, the paladin would need to take 35,000 healing from outside sources. That 35,000 healing would yield 3,500 mana returned from Spiritual Attunement, unglyphed. With the Seal of Blood glyph, that 35,000 healing would return 3,850 mana, a gain of 350 mana. For encounters with a lot of raid damage, or for paladins that tend to wander into non-lethal environmental hazards, this glyph might prove more useful than either of the ones mentioned above. This is, of course, a very contingent glyph - you must take an immense amount of damage to get the benefit.

However! There is also Glyph of Spiritual Attunement, which increases the mana gain from Spiritual Attunement by 2%. This is an additive effect - it increases Spiritual Attunement from 10% to 12%. So, no matter what, this glyph is superior to Glyph of Seal of Blood. It has the same stipulations as Glyph of Seal of Blood (must take enough damage and get healed by other people to make it work), but it's flat-out better at its job.

Despite the fact that a paladin will get a flat 1% more mana from Glyph of SA over Glyph of SoB in all situations, I still remain skeptical of using it. To be in the same realm as Glyph of CS or Glyph of HoW, a ret paladin would need to take 30k damage over a 5 minute fight and be healed through HoT's or direct heals from other people.

Now comes some more math, hold on to your hat.

Let's say a paladin does 4,000 DPS over a 5 minute fight. And lets that 25% of his damage was from Judgement (33% kickback), and 15% from his Seal (10% kickback). That would come out to 300,000 damage from Judgement (99,000 kickback), and 180,000 from his Seal (18,000 kickback). That works out to 117,000 kickback damage. Spiritual Attunement would return 11,700 mana if someone else healed that 117k damage. With Glyph of Spiritual Attunement, the heals would return 14,040 mana. That's 2,340 mana extra from kickback damage, but that's just over half the savings that Glyph of Crusader Strike would provide over that same period. To get the effectiveness as Glyph of CS, with a 5 minute encounter and 4k DPS out, the paladin would need to take well over 200,000 additional damage over the course of the fight to trigger enough Spiritual Attunement gains.

I don't know about you, fair reader, but I think that there's way too many strings attached to Glyph of Spiritual Attunement. Sure, it scales with your damage and your damage taken, but I don't have the computational skills or the data available to chart out when Glyph of SA would overtake Glyph of CS or Glyph of HoW. For Glyph of SA to be worth it, the following criteria would need to be met:

  • High personal DPS
  • Appreciable raid damage taken
  • Low/no self-healing

... and I can't give numbers at present for threshholds for either of the first two bullets.

Last but not least, there's Glyph of Avenging Wrath, which drops the Hamxecute cooldown from 6 seconds to 3 seconds while wings are up. Again, this is very conditional - a paladin will need to have an additional 2,100 mana (enough to throw 4 more Hammers) in reserve above and beyond the mana to sustain the rest of the rotation, and have his wings off cooldown, and be assured that the boss will be alive for the next 20 seconds to get full benefit from Avenging Wrath. That's a lot of criteria.

So, wrapping it all up: Glyph of Judgement, Glyph of Consecration, and then your choice of Glyph of Crusader Strike (well geared, shorter fights) or Glyph of Hammer of Wrath (undergeared, longer fights) are your safest and most dependable glyph choices for retribution. Glyph of Avenging Wrath is good if you have absolutely no mana problems. Glyph of Spiritual Attunement is acceptable if you take *a lot* of raid damage - and when I say a lot, I mean possibly fatal. Glyph of Seal of Blood is inferior in every way.

That's the scoop on ret paladin major glyphs - choose wisely, and Light be with you.

EDIT: Typo in Glyph of Seal of Blood section fixed.

Thursday, January 29, 2009

Optimizing Your Wings - Squeezing The Most Out Of Avenging Wrath

A comment by Fedaykin98 on my post Wednesday sparked some thought. Here's what he said:

When exactly do you pop [Avenging Wrath]? Ideally, one would pop it when your cooldowns are all coming up, but I haven't really been doing that.

If I pop it at the beginning, I'll likely pull threat off of some of the non-pally tanks out there. If I pop it on Judgment's first CD, I won't get the most bang for my buck because some things won't be off cooldown for a bit. If I wait until a later, more optimal CD to pop it, I reduce the chances of using it multiple times on one boss.

I guess the thing to do is to use it on the 2nd Judgment CD (meaning, after using Judgment twice, popping AW right as Judgment is becoming available) on short boss fights to maximize it's effectiveness, and as early as is safe on longer fights. Or do you try to make it overlap Hammer of Wrath?

Meter chasing Retadins want to know! =)
I generally use my wings as soon as threat is solid and Vengeance is stacked, which, broadly speaking, is sometime around the 10-15 second mark. It's all feel with me.

Now, Fedaykin is a tank, so he's speaking from the perspective of a protection paladin. However, asking about when in relation to his rotation he should pop his wings got me thinking. Is there an optimal rotation while inside of Avenging Wrath? Is there one combination of buttons that can get the most cooldowns crunched inside of 20 seconds? I mathed it out, here's what I came up with. All of the following assume the boss is above 20% health, the paladin has Glyph of Consecration equipped, zero latency, and starts with everything off or nearly off cooldown. First, let's consider cycles with 4 pieces of tier 7 equipped:

CS > Judge > DS
0.0 Avenging Wrath
0.0 Crusader Strike
1.5 Judgement
3.0 Divine Storm
4.5 Consecration
6.0 Crusader Strike
7.5 Exorcism
9.0 Judgement
10.5 Holy Wrath
12.0 Crusader Strike
13.5 Divine Storm
15.0 Consecration
16.5 Judgement
18.0 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > DS > CS
0.0 Avenging Wrath
0.0 Judgement
1.5 Divine Storm
3.0 Crusader Strike
4.5 Consecration
6.0 Exorcism
7.5 Judgement
9.0 Crusader Strike
10.5 Holy Wrath
12.0 Divine Storm
14.0 Crusader Strike
15.5 Judgement
17.0 Consecration
20.0 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > CS > DS
0.0 Avenging Wrath
0.0 Judgement
1.5 Crusader Strike
3.0 Divine Storm
4.5 Consecration
6.0 Exorcism
7.5 Crusader Strike
9.0 Judgement
10.5 Holy Wrath
13.5 Crusader Strike
15.0 Divine Storm
16.5 Judgement
18.0 Consecration
19.5 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

No matter how you slice it, you're going to pack 13 cooldowns into 20 seconds with zero latency. I didn't consider leading with Divine Storm, as it leads to a lot of cooldown clash. However, it seems the rotation with the most wiggle room for latency is CS > Judge > DS with 4-piece T7 equiped and while under the effects of Avenging Wrath.

Now, let's consider rotations without 4 pieces of tier 7:

CS > Judge > DS
0.0 Avenging Wrath
0.0 Crusader Strike
1.5 Judgement
3.0 Divine Storm
4.5 Consecration
6.0 Crusader Strike
7.5 Exorcism
9.5 Judgement
11.0 Holy Wrath
12.5 Crusader Strike
14.0 Divine Storm
15.5 Consecration
17.5 Judgement
19.0 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > DS > CS
0.0 Avenging Wrath
0.0 Judgement
1.5 Divine Storm
3.0 Crusader Strike
4.5 Consecration
6.0 Exorcism
7.5 Holy Wrath
9.0 Crusader Strike
10.5 Judgement
12.0 Divine Storm
14.5 Consecration
16.0 Crusader Strike
18.5 Judgement
3 Judgements, 3 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Judge > CS > DS
0.0 Avenging Wrath
0.0 Judgement
1.5 Crusader Strike
3.0 Divine Storm
4.5 Consecration
6.0 Exorcism
7.5 Crusader Strike
9.0 Judgement
10.5 Holy Wrath
13.5 Crusader Strike
15.0 Divine Storm
16.5 Consecration
18.0 Judgement
19.5 Crusader Strike
3 Judgements, 4 Crusader Strikes, 2 Divine Storms, 2 Consecrations, 1 Exorcism, 1 Holy Wrath

Without 4 pieces of tier 7, as long as you start with Crusader Strike before Divine Storm in your cycle, you'll get the same 13 cooldowns in 20 seconds. However, again, you get a tiny bit more wiggle if you go with CS > Judge > DS.

The bottom line in all this is that there isn't one wings rotation that really sticks out as the best of the best. If you time it when either your Judgement or Crusader Strike are coming off cooldown just as or just before you hit your wings, and the other will not be far behind, you're good to go.