I've never fully tested them so I wanted to ask someone who levelled Prot from start and knows more about the effects at wills give and which one is the best for end game content.
I used Shielding just to try new at will, but later switched to Valorous that has lower damage because it's faster and allows to apply Plague Fire stacks faster and 5% DR comes in handy getting closer to the cap, and artifact class feature for increased damage is better than Oath. I didn't get into a details. Is the shield from Shielding relevant and worth using this at will for it? I've also never understood the second part of the bonus from Oath.
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I use it because it has a nice arc, usually hitting 4 targets at a time and it does the most damage.
I find that on average now my dps is equivalent to a 3-3.2k gwf, I've reworked a few things and got my crit to 40% standing and 48 with procs, when finished I'll be around 52-56%. I also have an owlbear for non-crits.
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On the other hand Ive been playing with Shielding strike and RS from the moment I got them till now and SS is my main dmg dealer vs single targets. RS applies AoC ticks on every strike and thats good damage vs a horde of critters. Current encounter setup is CoP, TW, BL for general pve play.
TW I can understand being low dmg since its actually our main utility( temp hp). But Smite, Relentless, Divine Touch. Those need some love I think.
That's pretty good dps you have there. I'm assuming you're using dps weapon enchant instead of debuff. I'm over 50% crit chance in combat, over 80% with Sudden Precision.
I'm using a trans lightning for its aggro and recovery so I'm looking forward to it getting a scaling dps boost at trans it gives +65% weapon damage on single target but I'm running 3 archons (earth is well used as I rarely lose normal HP) a siegemaster and an owlbear.
My active only has 1 sudden ring which is Defence, handy for entering combat but I'm also looking forward to the new companion gear they're working on. I have a +4 precision but I've not tried it on him yet, maybe I should, it'll be interesting to see how things look 75-80%
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I'm also looking forward for scaling changes. I've got my Plague Fire to Transcendent recently and was thinking if Trans Fey could be better for Prot to build more Temp HP but I think I'll stay with PF because I'm already set for buff/debuff and Fey is only personal buff, not team buff like PF.
I also like Earth Archon in active slot and use it as well as Air and Yeti for damage boost (blue quality). No room for another because I use Con Artist as summoned and recently pulled Sylph from the chest and I love now that 50% control resist. I only switch to Chicken and Rust Monster for active bonuses if I really need the debuff. Having Brutality +5, Sudden Precision +5 and Hellig +4 I like that boost to power and crit but I know I miss a moment at start before companion procs the gift, not a problem with Fire Archon, right? That's why I'm still hunting for Sudden Defense +5 to replace Rising on myself for a little bit more protection at start of the fights.
BTW, how much recovery do you run with? I'm not sure if I should drop some of it or crit for more power to share.
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Saying that, I like the strike rate of Oath as it procs double the amount of lightning strikes from my weapon enchantment. Also I timed the strike rotations of both powers and I believe the total damage (not including WE procs) is roughly the same over a given time period.
I would say that using Oath on mobs and switching to Shielding on tough bosses is an optimal mix.
Note: would any helpful pally on PC care to test the shield on Shielding Strike?
specifically, it would be very useful to know whether the shield generated does the following:
1. Shield has a set absorption amount (i.e. absorbs X amount of damage then breaks)
2. Has a fixed level of absorption (e.g. 20%) and lasts for the full 8 seconds & what the % absorbed is.
3. If the stacks expire independently of each other or the next refreshes the last (i.e. a second rotation within 6 secs will either see the first shield expire at 8 secs or refreshes it to a new 8 secs with 2 stacks and again on the 3rd, giving 3 stacks for 8 secs which is then maintained at 3 stacks as long as one rotation is done within the 8 sec timer).
This would be really useful for the Pally community to know but as I'm on XBox I don't have access to ACT.
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I've tested all this through the combat log and here's what I've found:
Shielding Strike: The shield (damage absorption) is based off HP, Constitution, and resistance. HP/Con supply the base absorption which is then multiplied by resistance. At ~140k HP & 80% resistance it’ll absorb about 10k per stack per attack, it DOES NOT have an absorb limit and lasts until the timer expires. This power can absorb all damage delivered and does not appear to be artificially capped.
Divine Touch: The shield from Oath of Protection is similar to (and stacks with) shielding strike (HP based absorb that’s magnified by damage resistance), but at a lower base absorb rate (not Con based?).
How stuff Stacks:
Binding Oath, Absolution, Shielding Strike, Divine Touch
-With any combination, only one tier will absorb damage (in the following order):
1. Binding Oath
2. Absolution
3. Shielding Strike and Divine Touch.
-The Absolution “50% resistance” still applies whether or not it actually absorbs damage (when used with Bonding Oath).
-Absolution, Shielding Strike, and Divine Touch will absorb Binding Oath’s “bang” damage. This means a fresh, full power Absolution can easily take ALL the damage of the bang. The damage resistance multiplier that normally applies to Shielding Strike/Divine Touch does NOT apply here.
-Shielding Strike & Divine Touch CAN reduce damage taken to zero.
Can anyone think of any good reasons to use Shielding strike over Oath strike given Echoes of Light? You are also giving up a free hard taunt, which is nice to have especially early on for lower IL paladins. < 10k IL
So it's more effective against lower value hits, even from multiple sources but we never really have problems there - it's the big bosses that matter.
On the Oath v Shielding point, I've found they equal out with regards to DPS (shielding takes twice as long but does double damage) but yes, EoL triggers are more important. I would say that if a pally is having trouble with survivability then Valorous is a decent alternative to Oath as it has the same strike time with very similar DPS but adds 5% to your DR.
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Dont really need to use SStrike to tank. Just TW, BO and Smite (trans lightning). My damage is just fine w Oath Strike and Aura of Courage and Radiance aggros and kills Trash quick. Bosses arent a problem if I watch the red....running Aboleth Weapons now.
Bottom line I tried both and SS seemed too slow and I felt the dps was less. I am not a math major and dont have the same access to logs like PC. I just kept coming back to oath when trying others.
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On the "OS is faster than SS" thing, I finally tested it: Oath strike is actually slower, but not by much. 1min swing test, OS hit 108 times, SS hit 117 times.
So, if you're looking for faster swings (or are working AoE groups) use SS. If you need that agro boost, use OS. DPS wise, let's face it... our DPS isn't from weapon damage, it's from AoC. So more swings = more damage.
BTW, the second part of OS tooltip refers only to PvP, right? How does it actually works?
Also one thing I love in SS is swinging at wraiths in Valindra Tower, even though it doesn't deal damage, you get the shield and take no damage.
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I'll go and do my own test to confirm but I'm pretty sure about the strike rate. I've only properly tested VS v SS previously but just from observation OS appeared the same as VS and matches the effective damage output over a given time frame.
Edit - I was wrong - see below lol
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Edit: actually - something I hadn't taken into consideration before - on SS there's a shield bash that counts as a strike as a part of the combo. I timed it as best as I could (using a watch - lol) and it appears the total strike count for both is appx 110 hits per minute and each combo takes ~1.5 seconds for both SS and OS. VS is actually slower at 90 hits per minute.
The shield bash is so close to the initial swing that it's easy to miss. The pause between the 2nd and 3rd strikes is what makes the combo appear to take longer - but the gap between the 1st & 2nd strikes compensates for the difference.
My numbers are slightly off from yours @hirogarde so hopefully Veywiil can confirm one way or the other.
It could actually show that the loss of threat from Oath is compensated by the doubling of damage output from at-wills and with no loss of EoL gain.
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One reason I hate Valorious Strike is that it moves you forward, and that gets on my nerves when it causes me to be in a place I didn't want to be in.
I haven't tested Oath Strike, but part of me is wary about the Tankadin tooltip which says that teammates deal less damage to enemies who have not been aggro'd by Oath Strike. If it works as the tooltip describes, that will hurt on mob fights, such as in the FBI hill climb or if you've aggro'd the entire mob set of eSP.
I think this means what it does in pvp.
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Has anyone done a solo dps comparison summoned con artist debuff attack vs fire archon? Would def like to see those numbers.
Remember, everyone doesnt live in the team world. I balance between PVE, PVP, solo and team events. Thats why Im excited for loadouts. However, The no companion loadouts make me