Paladin spell question

Discussion in 'Tanks' started by took2summit11, Nov 13, 2018.

  1. took2summit11 Augur

    Force of Reverence level 99 spell costs 1200 mana, stuns the target for 6 seconds, and places a 5000 HOT.

    Ardent Cleansing level 103 spell costs 1580 mana and simply places a 4900 HOT.

    Why on earth would you ever cast Ardent Cleanings over Force of Reverence? If one of your group members is taking AE dmg, you’d most likely just cast a group heal instead of HOTing them.

    Am I missing something here?

    The other question I have is does anyone know, roughly, what the uptime Paladins potentially have with all their defensive discs? 50%, 75%?
  2. Brohg Augur

    Force [of Ardency, level 104, should be the one you're comparing to 103 heal spell. 1446 mana for a 5900/tick HoT.] only HoTs the target-of-target. No option, that's the only character it can hit. That means usually the tank, who's taking the most damage, so that's nice. But there's no option, that's the only character you can heal with these spells, just like with Valiant, Protective, Grief, Admonish.

    The Cleansing HoTs target whoever needs the help keeping their hp up between your Dicho/Waves.

    One is a tanking tool. The other is a healing tool.
  3. Wulfhere Augur

    The cleansing line predates the reverence line. The Reverence (Ardency, Mercy) line of stuns were added to encourage a paladin to (continue) to use a stun while tanking. The Healing recourse is stronger and self only. It's a quality of life convenience that avoids the target toggling we used to have to do to self heal with Cleansing.

    [34478/10559] Reverent Healing III
    Classes: PAL/99
    Skill: Alteration
    Target: Self
    Resist: Beneficial, Blockable: Yes
    Focusable: Yes
    Casting: 1s, Recast: 30s, Rest: 1.5s
    Duration: 24s+ (4 ticks) Song, Dispelable: Yes
    1: Increase Current HP by 5522 per tick

    As for tanking disc uptime, those are covered in other threads. Roughly:

    2 min - Guardian
    2 min - Armor | Devout
    1 min - Mantle
    12 sec - Deflection (Max 24 sec with raid BP focus)
    6 sec - Withstand (extended by focus to 18 sec)
    6 sec - Shield Flash (AA but included here)

    Many of these abilities can end early due to hit count or dmg caps.

    This list isn't the whole story though because a paladin has spells and synergies that have healing effects that can mitigate damage more or less continuously.
  4. josh Augur

    force of reverence can be resisted. which is a poopy thing to have happen for a heal. There always trade offs.
  5. Wulfhere Augur

    That's what keeps paladins from being the OP class. j/k

    There are several ways to reduce stun resists for a paladin.

    1. Max out Overpowering Strikes AA
    2. Cast Audacity line (has hate override so good to pull with unless you plan to fade)
    3. Start fight with a Tash stick (remember to yaulp for proc rate)
    4. Start fight with a Malo stick (and yaulp)
    5. All of the above

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