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  • 0. Almighty Holy DMG...Shockadin (v.2)   11/26/2007 02:59:05 PM PST
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****I no longer play my Paladin, so this thread will more than likely not be updated in the future. Thanks all for the support and good luck to everyone.****

I do not delve into Theorycraft or Mathematics. I speak only through experience, good and bad. I have taught myself the only way to know for sure is to test it out yourself. If you are looking for equations and exact numbers you are reading the wrong thread.

However, if there is someone who is willing to bring forth the proper numbers with a logical explanation behind them feel free to reply and I will see that it is added to the content I have posted.

I opted to explain the role of a Shockadin as an experienced player who enjoys the utility and power a Shockadin can throw out. This is, as with everything WoW, a Work in Progress, please feel free to comment after reading through the entire outline.

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CONTENTS:

Overview: Explains the basics of the Shockadin, along with the strengths and weaknesses of the build.

Talents: Explains the typical Shockadin Talent Build, and a short summary on why one would choose certain abilities over others.

Playstyle: Explains the basics of a Shockadin's role in PVP, the control of the Global Cool-down, and the issues of using Avenging Wraith and Divine Shield.

PVE Healing: Shockadin as PVE DPS. And the small differences of playing a Shockadin in a healing role as opposed to a traditional Holy Paladin.

Gear and Itemization: Stats to look for, and a basic rundown of easily obtainable, Shockadin oriented gear. With a list of how to enhance it with Gems and Enchants.

Common Questions and Concerns: Frequently asked questions as seen on the Paladin forums. I've tried my best to answer these questions without a bias opinion.

Closing: A brief thanks and version history.

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---Overview---

- What is a Shockadin?

A Shockadin is a High End, Holy Paladin who has passed up Survivability in order to Damage opponents using Judgement of Righteousness and Holy Shock Offensively. There are plenty of Pure Damage and Healing pieces of plate gear available at level 70 to make this build not only viable, but reasonably easy to perform in PVP.

The Typical Talent build for a Shockadin is 40/0/21.

Bypassing the 41 point Holy talent, Divine Illumination, to receive a 21 point Retribution ability, Sanctity Aura. This is done to increase Holy Damage to create the greatest benefit to both Judgment of Righteousness and Holy Shock. As well as still maintaining your benefits to Healing.

- What are the Strengths/Weaknesses of the Shockadin?

A Shockadin's strength comes from their ability to deal heavy burst damage while maintaining their Role as a Healer and Support class.

Shockadins are first and foremost a Holy Paladin, and as such the Shockadin also performs well as a Main healer in PVE and PVP alike.

With 40 points into Holy a Shockadin has all of the abilities needed to main heal any instance with the correct gear and player skill.

Shockadins lack the Survivability of both a Protection Paladin and a typical Holy Paladin with points into Protection. However what they lack in Survivability they make up for in Burst damage. This is due to having points in the Retribution Tree,
going only so deep to receive Sanctity Aura.

Having proper gear and using Sanctity Aura allows the Shockadin to deal up to 2000 damage from both Judgement of Righteousness and Holy Shock. Critting both together, along with a clever use of Avenging Wraith, potentially allows the Shockadin to deal 4000-5000 Damage in a split second.

The main weakness of the Shockadin is the fact that they will be using their mana both Offensively and Defensively. Mastering your mana pool and cool-downs are the most important things a Shockadin must learn in order to benefit their team, or to simply outlast an opponent.

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---Talents---

A general Shockadin build is set up as 40/0/21. This will get you all the damage/healing increasing effects you will need to burst opponents and assist your allies.

Here are the basics of a general Spell Damage build. You can't do it right, without the right build.

UPDATE: as of 2.3 there have been some decent changes to the Ret tree, I have updated this section for clarity.

---HOLY---
The first couple tiers should be obvious...

Divine Intellect 5/5
Should be a no brainer use of your first 5 points.

Spiritual Focus 5/5
You will be healing, and this will safe your butt, along with that of your allies.

Imp Seal of Righteousness. 5/5
Bread and butter talent for increasing your primary Damage Seal and Judgment. Affects are applied after increases from armor/enchants/ buffs etc.

Healing Light 3/3
Increased heals means less casting, and more mana for Damaging spells.

--Now here is where things become a bit more about personal preference and play-style, I suggest you try out what works best for you.

Unyielding Faith -or- Imp Blessing of Wisdom. 2/2
If you are having trouble with Mana Conservation go for Imp BoW, which is also great if you plan on focusing more on PVE as a healer. I personally like Unyielding Faith, but it is much more PVP oriented.

Illumination 5/5
Enough said here. in PVP you will be casting your biggest heals more often and with your gear itemized as a Shockadin your crit will be high. Enjoy the Health return at half the mana cost.

Divine Favor 1/1
Guaranteed HS crit with AW and trinkets popped? Yes, please.

Holy Power 5/5
More spell crit means more burst damage. Go with all 5 points here.

Sanctified Light -or- Light's Grace 3/3
You can choose either here, as there are arguments for either spell. I prefer the shortened casting time for PVP, coupled with Spiritual Focus and Concentration Aura it gives you a guaranteed heal in 2 seconds.

(some people argue for Blessed Life, bottom line...it is not worth it for your build. There are not enough points to move around in Holy if you are going for Sanctity Aura)

Holy Shock 1/1
Crappy ability, not worth the single point...just kidding. HS defines the Shockadin. This is your bread and butter offensive casting ability.

Holy Guidance 5/5
Worth every single point. More spell damage from Int on Items and Enchants. It will greatly increase your damage and healing as your gear improves.

---RETRIBUTION---

Benediction 5/5
You will be Judging as often as possible and resealing often as well. THis is a great ability for an offensive caster.

Imp Judgement 2/2
Guarantees 3 JoR in the time it takes to HS twice. Great way to spend 2 points.

Imp Seal of the Crusader 3/3
Along with Imp Judgement, you can judge Crusader to open up the fight. Judging Imp Crusader is perfect just before that AW/Trinket/Divine Favor HS crit mentioned earlier. (use sparingly as it can be dispelled, and cost you a Judgement Cooldown)

Now if you are thinking you should spend your next few points in Conviction and possibly grabbing Seal of Command, you are going about your spec all wrong. I will explain later, but for now choose one of the following routes...

Vindication 3/3 with Pursuit of Justice 2/3 or vice versa
Vindication has been changed to decrease all attributes of the target instead of jsut melee stats, which makes this talent a no-brainer. Dropping a couple pts into PoJ is a great buff for PVP, you can do away with a run-speed enchant and replace it with something more menacing. Lowering your chance to be hit by spells is a great addition as well.

Eye for an Eye 2/2
Nothing better than seeing that Trinket Mage blast himself into the "oh **#*" mode. Get this for added carnage against casters.

Crusade 3/3
Can always use more damage. Great for PVP and PVE.

Sanctity Aura 1/1
The other Defining aspect of the Shockadin. Keep this up at any time you are damaging opponents. Amazing ability for you to take full advantage of, 10% extra damage is what makes this build possible.

There it is, and I hope you really try the different options you can choose to enhance your build. Although the choices are limited, it can really improve your style of play by moving one or two points around.

Now I promised I would elaborate on why you should NOT be using SoCom or wasting points in Conviction, so here it is...

As a Shockadin you are considered a Caster, all of your abilities and gear should reflect this. Even though you are going to be spending 75% of your combat time in melee, your main source of steady damage will come from Seal of Righteousness. Which can hit for 400-500 on average once you get your Spell damage above 850.

Your weapon of choice should be Sword and Shield (or Hammer and Shield) with typical caster stats. This is done to solidify the highest amount of spell damage available. You will not see better stats or overall damage from a 2 Handed weapon.

The idea is to increase every available ability whether it be Offensive Casting or Defensive Healing, while adding some survivability with a shield equipped. This ensures every aspect of your playstyle benefits from your items and not just the melee portion, which in most cases ends up being obsolete due to snares, roots, etc.

Also, with talents SoR scales extremely well with Spell Damage. And remember this also increases your Healing Spells.

[ Post edited by Testicus ]

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  • 1. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 02:59:37 PM PST
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-----PVP Play-style-----

- As a Shockadin, you need to be aware of your strengths. Yes you can do astonishing damage while Sanctity Aura is up, and yes you should be using HS offensively. But do not forget you are a Holy Paladin. Every single ability and item that increases your Pure Spell Damage also increases your Healing.

- Remember your biggest weakness is your mana pool. Your offensive and defensive abilities rely heavily on your mana pool. Love your mana and treat it as though your life depends on it. Quite simply because it does. Once you master your mana conservation and cool-downs you will master the Shockadin play-style.

- A Shockadin is one of the best PVP oriented Support Healers. You have a high survival rate, while you maintain both the ability to heal your team and Burst opponents into the ground.

You should be healing, buffing, cleansing, or tossing out BoP to save a mage from getting jumped by a rogue. Bottom line, you are still a paladin with 40 points into your Healing tree. Do not forget to heal and support your team. If all you want to do is DPS then you should be speccing Ret.

- A typical fight should be opened with a Judgment of the Crusader followed by a Holy Shock. Then Seal of Righteousness as you close in on Melee range.

You will have a few seconds between Judgement cool-downs to whack away with SoR or Heal as needed. Tossing out an early FoL can be great to get your opponent to waste a silence/Counterspell, so you can heal when it truly matters. And since you've got SoR up you can still be dealing consistent damage during the Silence effect.

If you are judging Righteousness for burst damage never make the mistake of casting Judgement before HS. As Holy Shock and your Seals share a Global Cool-down, you can potentially miss a swing or two, meaning you just missed out on dealing 600 Dmg to the opponent. Always cast HS then JoR to ensure SoR is reapplied efficiently.

- Avenging Wraith, Divine Shield, and Forbearance.

It's typically not a good idea to open up with AW as it will cause you to take up Forbearance, which means you can't rely on Divine Shield for whatever reason.

Allow your opponent to open up a little on you, heal and beat them down to 50% or so before deciding if you can get away with a AW/Divine Favor burst.

Usually you want to save AW for 1on1 encounters, as DS can save you and your teammates from imminent doom. Whereas AW will only cause more problems due to Forbearance, if you face multiple opponents.

Also, it is a good idea to heal early and often in order to save DS. Using DS for other purposes besides healing is an easy way to get out of an Opponents high burst Pyro, Aimed Shot, etc. before its too late. Or to just keep a teammate healed where you were once CCed to all hell.

If you do find yourself with the Bubble of Divine Shield and in need of heals, Bandage instead of casting a Holy Light/Flash of Light. Your mana is your lifeline, conserve it at any cost.

You can use Blessing of Sacrifice on an ally who is taking heavy damage in order to mitigate his pain. This also save you, the paladin, from becoming the victim of many forms of Crowd Control. It is basically a Get-Out-of-CC-Free card.

However with the changes to Blessing of Sacrifice, a Pally is forced to be much smarter in determining when and how to use the Bubble effectively. Keep these things in mind before going head first into -PEW PEW- bursting your opponents down.

----------------------------------------------------------------------------------------------------------------

---PVE and DPS---

- Farming and soloing as a Shockadin is extremely easy and beneficial. You have the potential to whip through mobs of any class type, be it caster or melee oriented.

Keep Sanctity Aura up for single mobs or caster mobs, and toss up Retribution aura for multiple melee mobs. Use low ranks of Consecration Aura to help preserve mana while still dealing some amount of damage, and heal between cool-downs.

You can use JoWisdom and JoLight if the fights are long or you are in need of Mana.

- There are few if any times you will be asked to DPS as a Shockadin in an instance. However, if the time does arise, make sure you are at the top of your game. One reason is that you should always be thinking of the group first, which means if you need to toss a few heals to help your healer keep up do so at the expense of your own DPS.

Use your blessing accordingly and ALWAYS keep Salvation on yourself, unless you are designated as a healer for the encounter, where your mana is most important.

You will be in melee range whacking away on mobs or bosses with SoR so it is possible for you to keep Judgments on the target. JoLight is great as an extra hot to the Tank and DPS, and if that is not needed use JoWisdom to prolong your mana pool. Otherwise drop JotCrusader to increase your own damage on the target, typically used on trash mobs.

Be mindful of your auras as well, think about the group first and your DPS second. Resistance to Shadow/Fire/Frost come first, then adjust accordingly.

As with PVP your soul depends on your mana pool. Once your mana is gone you are useless.

---Healing---

- A majority of your instance grouping experience will be as a healer, and with good reason. Basically, you are the same as any other Holy Paladin. There is no need to think otherwise. Although you may need to pay better attention to your mana without the benefit of Divine Illumination.

With proper healing gear, you should have no problem Main healing any level of 5-mans Heroics or Raid Dungeons. Again, Mana conservation is the key to your success, bring Mana Pots in case of emergency.

- Keep Blessing of Light on your Tank(s), since you do not have Kings, and proper Blessings on the rest of your group. Blessing of Wisdom on yourself.

Really there is no difference from a standard Holy Paladin other than that.

Adjust your Auras according to the fights, Magic resistance comes first, then work around the situation.

----------------------------------------------------------------------------------------------------------------

---Gear and Itemization---

- Your typical Shockadin will be prioritizing Spell Damage, Intellect, Stamina, and Spell Crit. In that order.

You can start seeing some big numbers with only 600 Spell Damage, which is easily obtainable from honor rewards alone. Toss in some Rep rewards, enchants, and Gems, and you will hit that number in no time.

You always want to increase Spell Damage first and foremost, as long as it doesn't take too much away from your other stats. Keep that in mind when choosing how to upgrade your gear.

Also with Holy Guidance you receive an increase to Spell Damage and Healing from 35% of your total Intellect. So sometimes Int can be the deciding factor in which piece to upgrade first.

- Stamina over Spell Crit

Basically Stamina is your bread and butter for PVP, along with Resilience. Unfortuantely the only real way to itemize for PVP is through PVP. I reccomend stacking Spell damage enchants and Gems on your PVE obtained gear so as not to gimp your Damage potential. At least until you can replace it with the necessary PVP gear which comes equipped with high amounts of stamina. This will allow you to see the potential of the Holy Damage you will deal, and better your learning experience of the play-style involved through Shockadin PVP.

You will at first be better off as a healer who occassionally deals some damage until you get the desired survivability to jump into the mix of things. Keep with it and eventually the gear will roll in, making your experience much more enjoyable.

This is something I had trouble with at first and wish I had itemized differently. I first assumed I would be better off with taking a higher Spell Crit from standard Caster PVE items instead of taking the time to save Honor points for neck/cloak/rings/etc. I now realize how little Spell Crit you actually need once you get your Spell damage high enough. Stamina is more important for a melee oriented caster.

You only need about 20-25% chance to crit, giving you about 30% chance to crit with Holy spells. Your damage scales so well from Damage/Healing Crits become an after thought. Adding in Divine Favor for a guaranteed HS crit and you see why it is better to opt for the Survivability from Stamina.




[ Post edited by Testicus ]

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  • 2. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 03:00:08 PM PST
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- Easily Obtained Items and Enchants.

Obviously the best pieces of Shockadin gear should and will come from PVP (Lamellar plate for those who do not know), as it is a PVP build. Yet, not everyone can have a high Arena Ranking. I will list some of the more easily obtainable PVE pieces to search for while working towards your PVP/arena gear respectively.

NOTE: If you can replace ANYHTING with an item from Arena/PVP...DO IT. As of Arena S3, the Lamellar gear from S1 is available thru Honor pts. as well as the Gladiator's Gavel. I highly suggest grinding the honor to get those pieces as they will benefit you first and foremost as a PVP player.

Also try to stick with Plate whenever possible. Yes you can get higher spell damage earlier by equipping Mail gear, but at a loss of survivability. In group PVP you will be healing more often than not, which causes a high amount of "Healer Aggro" from the opposing faction. So survival is key. But by all means roll on spell Damage Mail gear if there is not a Shaman in the group who would use it.

-Helm -
Exorcist's Lamellar Helm
Obtained through the acquisition of Spirit Shards while running Instances in Auchendoun.

ENCHANT: Glyph of Power - Sha'tar Rep

-Shoulders -
Spaulders of the Righteous
Lacking in stats, but proper gems can make up for that.

ENCHANT : - Inscriptions of Discipline - Aldor
- Inscriptions of the Orb - Scryer

-Chest -
Leonine Breastplate
Quest reward in Blade's Edge, if you passed this up search around the AH for
Chestguard of Illumination

ENCHANT: +6 Stats - Enchanting Spell

-Bracers -
Bracers of Just rewards
Heroic drop if you can get them

ENCHANT: +15 Spell Damage - Enchanting Spell

-Gloves -
The Hands of Fate
Reward from a long quest Chain in Shadowmoon Valley.

ENCHANT: +20 Spell Damage - Enchanting Spell

-Belt -
Khorium Belt
Crafted BoE, made by Blacksmiths.

-Leggings -
Khorium Pants
Crafted BoE, made by Blacksmiths
or
Ornate Leggings of the Venerated
Drop off the second boss in Shadow Lab

ENCHANT: Mystic Spellthread (rare) - crafted by Tailors
Runic Spellthread (epic) - crafted by Tailors

-Boots -
Khorium Boots
Crafted BoE, made by Blacksmiths
or
Ornate Boots of the Sanctified
Drop off the First boss in Shadow Lab

ENCHANT: +12 Stam - Enchanting Spell

-Neck -
Warp Engineer's Prismatic Chain
Drop off the First boss in Mechaner
or
Brooch of Heightened Potential
Drop from second boss in Shadow Lab

-Rings -
Seal of the Exorcist
Another reward from Spirit Shards
and
Asheyan's Gift
Cenarion Expedition - Exalted

-Trinkets -
Xiri's Gift
Sha'tar rep Reward - Revered
and
Shiffar's Nexus Horn
Last Boss Arcatraz

-Weapons -
Gavel of Unearthed Secrets
Lower City Rep Reward - Exalted
or
Great Sword of Horrid Dreams
Final Boss drop in Shadow Lab

ENCHANT: +40 Spell Damage - Enchanting Spell

-Shields -
Silvermoon Crest Shield
Final Boss drop in Shadow Lab

ENCHANT: +12 Intellect - Enchanting Spell

- Filling Sockets in items.

Gem Slots should be filled with anything that boosts Spell DMg first and foremost. If you simply can't pass up a Socket bonus, get a cross color gem.

(RED-Slot)
Runed Blood Garnets +7 Spell DMG
Runed Living Ruby +9 Spell DMG

(YELLOW-Slot)
Potent Flame Spessarite +4 Spell DMG and 3 Spell Crit
Potent Noble Topaz +5 Spell DMG and +4 SPell Crit

(BLUE-Slot)
Glowing Shadow Draenite +4 Spell DMG and +4 Stam
Glowing Nightseye +5 Spell DMG and +6 Stam

UPDATE: If you are heavily involved with Arenas, I suggest investing in some PVP healing gear as well (Ornamental Plate). With 2.3, the addition of Spell Dmg to all healing items is a plus for the Healer/Dmg role of a Shockadin. Spend your points how you like, determined by which role suits you better. For those who feel healing is their strength, go for the Ornamental, and for those who focus on DMG, stick to the Lamellar sets.

[ Post edited by Testicus ]

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  • 3. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 03:00:41 PM PST
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---Common Questions and Concerns---

Q: Why should I listen to you on how to best take on the role of a Shockadin?

A: You don't have to. I am simply doing my part to inform the misguided public as the best way to utilize the spec, from my own experiences and adventures.

Q: When should I spec to become a Shockadin?

A: Some people claim you are able to start your career as a Shockadin once you get a few pieces of Spell Damage plate quickly after hitting 60. Although you will see mediocre results from minimal amounts of Spell damage, it is not a very reliable leveling spec due to mana issues, among other things. I recommend waiting until the higher levels, maybe even wait until you get some proper gear at 70.

Q: Can Shockadins DPS in an instance?

A: Sure, they can but it is not recommended. Chances are you will be brought along as a healer, and you should be. Although there are some cases in which you can DPS if there is already a healer in the group, you will typically be below other equivalently geared DPS classes in overall damage.

Q: Can Shockadins Main heal in an Instance?

A: Absolutely. You have 40 Points in the Holy tree, and with typical healing gear you will do just fine as a healer in any instance.

Q: Are Shockadins considered to be a viable Hybrid Spec by Blizzard?

A: It is hard to tell for sure. There seems to be a high amount of spell damage plate in the game, especially through PVP and Arenas. Though I dread the day Sanctity Aura is moved to a 31 Point Talent in Ret.

Q: Are Shockadins a Viable choice for the Arenas, and if so what classes should I group with?

A: Shockadins are great for Arena as they are built for PVP. Your main focus will be healing however, with burst damage tossed in only to kill off an opponent.
As far as group make up is concerned, it depends on your play-style and the player's skill. I prefer to team with a Rogue for 2V2, but I have gone up against a crazy dueo...Holy/Disc Priest and Shockadin, who worked insanely well together. Sanctity Aura and Imp JotC were their gimmicks for dealing damage with Holy Shock, JoR, and Smite.

Q: What numbers should I be looking for as a Shockadin gearing to do some damage?

A: I would start at about 600-700 Spell damage from gear before Speccing to become a Shockadin. Anything less and you will get mediocre results, which may deter you from the play-style. It is possible to get over 1000 Spell DMG with Arena and PVP gear alone, however. So keep working at it. Along with about 7500-8000 HP and a nice 20-25% chance to crit with Holy spells.

Q: Why can't I use a Two hander instead of a Sword and Shield?

A: Simple, the stats you receive from your caster sword and Shield give you more than double, sometimes much more, than that from a 2-Handed weapon. this allows you deal crazy numbers when casting JoR and HS.
Also your SoR will deal more damage in the same amount of time it would take for you to get a few swings in with a big slow 2 Hander. This is due to an increased amount of Spell Damage. It's all additive, and you have to think about the time it takes to kill your opponent.

Q: What are some Professions that benefit a Shockadin?

A: Any of your typical Paladin Professions work well for Shockadins too. Enchanting or Jewelcrafting can save you a bit of money in the long run as you will depend heavily on boosting your stats to get the whole benefit from your gear.
Engineering is also a great profession that gives you many toys to enhance your PVP experience.
And you can never go wrong with Blacksmithing, but there are limited choices that are easily replaced for a Shockadin as far as crafting armor and weapons.
Jewelcrafting seems to be the greatest asset. You make loads of money being able to sell your gems on the Auction House as well as saving yourself Gold by socketing your own gear.

Q: Dude, you didn't include Seal of Vengeance, what's with that?

A: Yeah, I'm a Blood Elf and have not experienced the benefits or shortcomings of Vengeance for a Shockadin. I do know that Seal of Blood, although fantastic for Retribution Paladins in PVE, is not at all good for a Shockadin. Damn you Blizzard =P

Any help on that subject would be appreciated.


Q u o t e:
In regards to the Vengence comment, I think it was noted that although SoV deals more damage than SoR with zero Spell Damage, with Spell Damage, SoR will outpace SoV due to scaleability. Since Shockadins are all about the spell damage, SoV is utterly useless.

There are notable weakeness with SoV. The first being that you need to stack the debuff 5 times before you can get the maximum effect of the judgement. This is a huge crippling factor on it's usability because you can't immediately front load damage with SoV, and this isn't to mention the debuff stacks can fall off. It's pretty much a non-factor in PvP, and the only use it's good for is on high HP mobs that don't have an ability that stuns/incapacitates you allowing for a chance of the debuff stack falling off.


-Rahn (whisperwind)

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---CLOSING---

Hopefully This helps any of you who are looking to begin your career as a Holy DPS Paladin. It is a lot of fun and opens up a whole new realm of possibilities for those who are asked to heal for raids.

I copy pasted this from my old post and edited where I fealt it needed it, but skimming thru it I may have missed a point here and there. If so make a note and I will make updates as needed.
-----------------------------------------------------------------------------------------------------
VERSION 2.0

If there is anything incorrect or left up to discussion upon reading the full overview, please elaborate and let me know so any changes that may need to be made can be remedied quickly.

[ Post edited by Testicus ]

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  • 4. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 03:01:13 PM PST
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- Notable Videos which will help you see how the spec is played.

Deadlyblonde -

The 1st Shockadin video I had the plessure of viewing, and the reason I respecced.

http://www.warcraftmovies.com/movieview.php?id=41171 07/06/04


Cosaga - Stormrage - US

Great displays of healing and the versatility of the build.

http://www.warcraftmovies.com/movieview.php?id=41342 07/06/09

http://www.warcraftmovies.com/movieview.php?id=51850 07/11/26


Note: these are simply references to what is out there, both Cosaga and Deadlyblonde are quality players who have developed entertaining videos showing their skills and knowledge. I have never met or talked with them personally, they did not endorse my thread or the posting these links. They are simply for your enjoyment.

[ Post edited by Testicus ]

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  • 5. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 03:12:05 PM PST
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  • Whisperwind
  • 6. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 03:19:38 PM PST
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In regards to the Vengence comment, I think it was noted that although SoV deals more damage than SoR with zero Spell Damage, with Spell Damage, SoR will outpace SoV due to scaleability. Since Shockadins are all about the spell damage, SoV is utterly useless.

There are notable weakeness with SoV. The first being that you need to stack the debuff 5 times before you can get the maximum effect of the judgement. This is a huge crippling factor on it's usability because you can't immediately front load damage with SoV, and this isn't to mention the debuff stacks can fall off. It's pretty much a non-factor in PvP, and the only use it's good for is on high HP mobs that don't have an ability that stuns/incapacitates you allowing for a chance of the debuff stack falling off.
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  • 7. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 03:23:28 PM PST
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Thanks Rahn, updated and quoted.
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  • Boulderfist
  • 8. Re: Almighty Holy DMG...Shockadin (v.2)   11/26/2007 03:55:02 PM PST
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Great Guide. :D

I've heard some mixed things about Imp Rightous that I wanted to clarify. Do you have a source or have tested it out to make sure the talent bonus is applied after spell damage via gear? I've heard it isn't so it's applied to the spell base before spell damage, but I've got no evidence either way. I'd love to have some varification either way

Also, if folks can manage it, T4 prot gear has an Added 10% for a two piece bonus to SoR (once again, not sure if it is for the base of the spell or after spell damage). IF you get the chance to run KZ enough or GL even, you could get it.
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  • Twisting Nether
  • 9. Re: Almighty Holy DMG...Shockadin (v.2)   12/14/2007 12:53:08 AM PST
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I love you.
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  • 10. Re: Almighty Holy DMG...Shockadin (v.2)   12/14/2007 02:53:09 AM PST
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Thanks for taking the time to set up this guide, it really clears up some of questions I had regarding the build and the playstyle. I know I"ll be going this route as soon as I can! I'm saving this post so I can make reference to it in the future.
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  • 11. Re: Almighty Holy DMG...Shockadin (v.2)   12/14/2007 03:14:16 AM PST
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hmmmm......blue can we get a sticky?

..................................R.I.P
Strath, Scholo, DM, UBRS,Ony, MC, AQ 20/40, BWL, NAX
…………..Good times and LEET drops
…………Born: 5/11/04 Died: 01/16/2007
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  • 12. Re: Almighty Holy DMG...Shockadin (v.2)   12/17/2007 02:26:19 PM PST
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Very nice post....*Adds to Favorites*
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  • 13. Re: Almighty Holy DMG...Shockadin (v.2)   12/17/2007 04:29:45 PM PST
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In a arena's do you use your spell dmg gear? Or you use ur healing gear?
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  • 15. Re: Almighty Holy DMG...Shockadin (v.2)   12/17/2007 05:32:16 PM PST
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Q u o t e:
Great Guide. :D

I've heard some mixed things about Imp Rightous that I wanted to clarify. Do you have a source or have tested it out to make sure the talent bonus is applied after spell damage via gear? I've heard it isn't so it's applied to the spell base before spell damage, but I've got no evidence either way. I'd love to have some varification either way

Also, if folks can manage it, T4 prot gear has an Added 10% for a two piece bonus to SoR (once again, not sure if it is for the base of the spell or after spell damage). IF you get the chance to run KZ enough or GL even, you could get it.


Back in the day a lot of talents affected only base stats/spell values and didn't scale with gear. Most of those talents (and all Paladin ones to my knowledge) have been changed in subsequent patches.

Specifically, Imp. SoR was changed to scale with gear around patch 2.0.

Glaive's Ongoing Paladin Improvement Project (UPDATED -- Please Bump):
http://forums.worldofwarcraft.com/thread.html?topicId=3466347504&sid=1
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  • 16. Re: Almighty Holy DMG...Shockadin (v.2)   12/17/2007 06:10:46 PM PST
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Shockadins are retnubs + 1

Season 2 Retribution Duelist in 2v2s on Vengeance

Season 3 Holy Gladiator INC
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  • Twisting Nether
  • 17. Re: Almighty Holy DMG...Shockadin (v.2)   01/02/2008 07:35:08 PM PST
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Q u o t e:
Q: What are some Professions that benefit a Shockadin?


I went with Enchanting/Mining. Doing great for me, as i level i sell ores and buy the enchanting mats i need to keep up with my leveling. I'll be able to farm my Khorium Set and put healing and/or spell damage enchants on rings, and of course the rest of the gear. xD My 2 cents
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  • Crushridge
  • 18. Re: Almighty Holy DMG...Shockadin (v.2)   01/02/2008 10:00:29 PM PST
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Good stuff, Testicus! A few things though:

I personally dislike Sanctified Light simply because all healing talents are applied before gear and enchants. So, it provides a nonscaling 293.52 bonus to Holy Light, and a 60.24 bonus to Flash of Light.
While this is decent, I would much rather get Sanctified Light for the same 3 points. The 6% extra chance to crit not only means that my big heal is more likely to be bigger, but also that it is more mana efficient. Giving myself 6% more chance to do a 5k+ heal for only 336 is too good to pass up.

Very nice guide overall, though.

Btw, you aren't a shockadin unless you are 40/0/21 in spelldam gear. ALL OTHERS ARE IMPOSTERS!!!

My 3.2k Hammer of Wrath crit proves that Paladins are dps. Now, stopping laughing. Please?
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  • Skullcrusher
  • 19. Re: Almighty Holy DMG...Shockadin (v.2)   01/02/2008 10:23:56 PM PST
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Q u o t e:

---Overview---

- What is a Shockadin?

A Shockadin is a High End, Holy Paladin who is in denial and thinks they can doa ny form of respectable damage with a healing spec that sucks at healing and damage. They chose to try and pretend they can heal or DPS as a holy spec instead of respeccing ret like a real paladin.


Fix't
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