Hi Fellow Paladins, Dol and MizU,
The Army We Have
Currently because of our team make up it is a challenge to control the Power Sparks in the Malygos fight. However, I am a full believer of trying to solve a raid fight regardless of group make up, and I don't believe we always need a certain class to finish a fight. Eraption has proven that many times because we are a melee heavy guild and we will do it for Malygos as well.
So how can we adjust to beat Malygos with our group make up?
Using Our Paladins as Crowd Control
I believe if we can control the sparks better, our damage output will improve, we can reduce Malygos faster to 50% of his health, and buy more time for the enrage phase during phases 2 and 3.
I realize that our primary problem using Paladins as crowd control is the long cooldown of the Hammer of Justice. It limits our ability to control the Power Sparks for the consistent damage buff.
Personally, as I tank, I notice that even a 20 second reduction of the 60 second cooldown grants me greater utility with Hammer of Justice. So I was thinking: "Can we talent all our Retribution Paladins to improve their Hammer of Justice."
Obviously, we can, but at the expense of certain Retribution talents.
Optimizing Talent Trees for Group Play
Many people think the way to start raiding 10-man Naxxramas (Naxx10) is to farm drops in Heroics and farm Heroic tokens (e.g. Emblems of Honor) so they can be ready for Naxx10. They beg guildies for runs and start whining and complaining to their friends if they don't have the gear for raids because they have not run enough heroics.
To those people I have to say: educate yourself a little about game design. This article should help you understand MMORPG game design and ultimately help you get ready for your first Naxx10.
Where the Misconception Starts
Someone who is new at WoW and never studied game theory or game design first sees all the gear that other people have and think "I need that gear so I can be at their level of play." They look at people's epics and compare it with their blues and start wanting for gear. Most steady their resolve and start spending a lot of their time farming Heroic 5-mans for the Epic drops and the Heroic Vendor gear. This is because these people are seeing it from a very narrow perspective. The first step in clearing this perspective is to start thinking from the perspective of the makers of the game.
Goals of the Makers of the Game
Paladins have come a long way since classic WoW. The orignal Paladin was a hybrid support class that could neither MT a raid boss as well as a Warrior nor DPS as well as other DPS classes. Even as healers they played a limited role as single point target (while useful in many situations, a Holy Paladin would never be seriously asked to group heal compared to other healers.) Despite their original design limitations to excel in a specific role (due to their hybrid nature), Paladins did bring a lot of utility to raids in Classic WoW, with blessings and auras and back up healing.
These days, after the WotLK expansion, we see Paladins fulfiling all roles admirably and effectively. Paladins can main tank all raid bosses [including Vezax :P] (although they may need to rely on trinkets instead of abilities for a few [especially Vezax :P]). They can also dish out amazing DPS in raid situtations, as evidenced by many of our fellow eraps. And they still fulfil an important role as a single point healer (although they have some splash heals now available to them through glyphs and a talent.)
Despite Blizzard's redesign of the Paladin after WotLK, Blizzard did not nerf (to any considerable degree) the utility a Paladin can bring to raids. So currently, not only do Paladins hold their own for their designated role in a raid, they can also bring tremendous support to the raid.
Here's a healing macro for Holy Light which can be adopted for Holy Shock and Flash of Light:
#showtooltip Holy Light
/cast [mod:alt] Divine Favor
/use 13
/use 14
/cast [mod:shift,target=player] Holy Light
/cast [help,target=target] Holy Light
/cast [nohelp,nodead,nomod:shift,target=targettarget,help,nodead] Holy Light
/cast Holy Light
Prerequisite:
- Set focus on your healing target.
Usage:
0) Automatic usage of trinkets.
1) Without key modifiers, and target is friendly, heal target.
2) Without key modifiers, and target is alive and hostile, and target's target is alive and friendly, heal target's target.
3) With key modifier ALT, cast Divine Favour and apply targeting rules (1) and (2).
4) With key modifier SHIFT, cast on heal self regardless of target.
5) With key modifers SHIFT + ALT, cast Divine Favour and heal self regardless of target.
Tweaks:
1) Replace every instance of "Holy Light" with another healing spell, like "Flash of Light" or "Holy Shock"
2) For none paladin healers, do (1) with your healing spells and replace every instance of "Divine Favour" with an equivalent meta spell with no Global Cooldown. (E.g. "Nature's Swiftness" for Shamans or "Inner Focus" for priests.)
Please test this macro and understand it before using in a raid.
There are three types of generally accepted tanking methodologies for reducing damage taken:
1) Mitigation tanking: speccing talents and managing abilities and cooldowns and to reduce damage.
2) Soak tanking: having a lot of armor (and/or block) and health just to take damage and give healers a buffer.
3) Avoidance tanking: Having a high dodge and parry skill so as not to take as many hits.
Here is a macro to help calculate your abilitiy to avoidance tank:
/script DEFAULT_CHAT_FRAME:AddMessage(strjoin("","Combined avoidance: ",GetDodgeChance() + GetParryChance() +5+math.floor(GetCombatRatingBonus(CR_DEFENSE_SKILL))*.04,"\nBlock: ",GetBlockChance()),1,0.5,0)
The combined avoidance is the average amount of hits that will not land on you due to miss, dodge or parry on melee attacks and abilities. This macro is useful so you don't have to do the math yourself.
Example: This macro reports combined avoidance of 53.35 for me, meaning, on average, for every 100 melee attacks or abilities made against me, about 53 will miss me completely.
Note: This macro also reports a stat for block skill. This is not an avoidance stat, but it is included for shield weilding tanks. This reported stat can easily be read from your character sheet.