Just coming back cause I was feeling bad that I sounded really entitled a whiny. I didn’t give a lot of evidence and a lot was anecdotal/just feelings. I think @Swol said earlier that tanking and haste is a lot more down to personal taste. So all I’m asking for is an update around the new customisation features, after reading other forum posts I think these might further help to solve issues around people coming from Discords/IcyVeins/WowHead.
That said, I know there isn’t always the fondest feelings between the communities however would a “Let the Wookie win” approach work? It could be to literally add a “Wowhead mode” where you intentionally gimp AMR to do what the other guides suggest (often they are all saying the same thing). This would let you off the hook a tonne more in situations when people like me come crying on the forums, since you can just let them go down their own destructive path. In turn, you’d probably pick up quite a few new customers when they find out there is an automatic way to follow the wowhead guides. As much as I love AMR for the sims, it’s actually the gear management features that keep me subscribed.
We’re still going to add the “canned” customize feature - just had some other projects we were getting done while the game was in a stable state for the most part.
The simulations are not intentionally riding at low health, just FYI. Sometimes that just happens because you get hit hard.
It seems to me like you should be able to plan out use of your other cooldowns to cover caps in SotR uptime to achieve well over 100% uptime on active mitigation regardless of haste level. So you shouldn’t be getting smacked by sludgefist with nothing up to mitigate it. In that case I’d think that taking 10% less damage overall would be preferable to a healer.
A little more background on the way the simulator is playing: in general, the simulator tries not to overlap defensives – I have also found this to be a good strategy in-game with any tank class. When a fight is actually tough to survive, it’s tempting to double up on defensive abilities when things get really bad. I’ve found that as often as this saves me… it gets me killed 20 seconds later when I have nothing left.
With the whole haste thing… I think it’s a perfectly good strategy for protection paladins – as Swol said we’re working on a system to make alternate builds visible to users and something you can choose with just a click. Our theory has found a good low-haste build, but I don’t see any reason not to use a high haste build.
If you look at it in a simplistic way, let’s say you traded your 660 rating spent on haste for 660 mastery. That would take your SotR uptime from near-100% to around 85-90%. You would also lose out on some Word of Glory casts… we can just ballpark 20% less. To put that in concrete terms, if you were casting WoG about every 20 seconds with 20% haste, you’d now be casting it every 23 seconds.
With mastery, you gain about 6.5% reduction to all damage taken, and about 15% chance to block.
It is really not obvious to me that one or the other of those strategies would be better. They both sound good. On a fight like sludgefist that is very physical-oriented, the haste approach gives you 15% less damage on the 15% of the fight where you are most vulnerable, and some extra heals. The mastery approach gives you 6% less damage 100% of the time, and ~40% less damage 15% of the time (random from blocks). You definitely take less damage with the mastery approach. During the times when SotR is not up with the mastery build, you are taking ~9% more damage per hit compared to the haste build (with a 15% chance to take 30% less per hit compared to haste build due to random blocks). On the down side, we’ll say that you roughly have a 20% chance to not have a WoG ready when you want it compared to the haste approach. Pick your poison…
Sorry what I was suggesting was that even with 100% mitigation up I still need to be able to heal myself up between hits. The extra defensive value doesn’t make up for the lack holy power for a 60% HP heal.
But that’s just how it feels, and like I say, maybe our comp makes life harder, and I don’t raid much outside of the guild. Either way we’re still able to clear Mythic content with the build so it’s not exactly crucial (thus far) - just if at the end of the day, it’s down to how it feels, I would say the more proactive playstyle with more buttons to press would be more fun given the choice.
I agree that it is very narrow between the two. Just a question, does the Ardent Defender conduit gain a substantial amount of value with higher haste. Surely the increased uptime there would be considerable?
@chrischowen mentioned a good point about healer moving. I pretty sure for now the tanking script is a very basic one, that doesn’t take in consideration the movement right ?
Having “other viable” build is nice but I thinking the real problem here is the script.
People need an answers not to a generic boss but one difficult boss.
(I was looking for a sun king one because I had to do a big part in this fight)
Here it’s sludgefist because other boss you can go nuts on dps anyway.
So my answers would be more the often mentioned overall for the script maker (and so more ranking for more script)
in AMR’s team’s head Pfff those users always asking for more can’t we have a break!
The current raid tanking script isn’t exactly like sludgefist, but it’s a pretty close approximation to it. There is no tank downtime (no times when not taking melee hits), so it should give results that are appropriate for sludgefist tanking.