as presented in "The Light and how to swing it" by Uther

"40 men instance raids" article
some corrections in "the mana pool and healing" article (thanks to your feedback)
editing and grammar check on "the mana pool and healing" article (thanks to Aoikaze of Proudmoore server)

Saturday, December 17, 2005

Judgements


Direct Damage judgements

Instantaneous effect. No icon is visible on target. The judgement just deals damage and end immediately.

Judgement of Righteousness (JoR)
When this judgement takes place, target is stroke with holy direct damage. Damage can be increased with improved Seal of Rightenousess talent in holy tree.




JoR is afflicted by sanctity aura, JotC and +X spell damage items (50% conversion)

Judgement of Command (JoC)
When this judgement takes place, target is stroke with holy direct damage. If the target is stunned or incapacitated the damage is greatly increased.
Example of stunning abilities: Hammer of Justice, Seal of Justice proc, Hammer of Titans proc, Rogue’s Gouge, Warrior charge etc.
Example of incapacitating abilities: Repentance, Rogue’s sap etc.



Debuffing Judgements

Effect lasts ten seconds, but timer can be reset every time you hit enemy with your weapon thus they’re potentially everlasting. A icon is visible on target indicating judgement is active. There’s no chance that judgements can be resisted from 1.9. They’re considered magical effects so can be dispelled. Multiple paladins can activate different judgements of this kind on the same target.

Judgement of the crusader (JoCr)
This judgement when in effect will add holy damage every time you deal it.



This judgement can be enhanced up to 15% with Improved Seal of the Crusader talent in retribution tree. This judgement add holy damage exactly the same way as +x spell damage item (see stat section for details) and has the same coefficients. I report the coefficients here for the abilities that deal holy damage:

10% Seal of Righteousness
50% Judgement of Righteousness
29% Seal of Command
43% Judgement of Command
33% Consecration
43% Holy Shock
43% Hammer of Wrath
43% Exorcism
19% Holy Wrath
00% Blessing of Sanctuary
00% Holy Shield
00% Retribution Aura
100% Eye for an Eye

So for example if you have JotC active and use SoR your holy damage will raise:

140 x 10% = +14 holy damage

Example with JoC:

140 x 43% = +60,2 holy damage (game will round to 60)

And last example with consacration:

140 x 33% = + 46,2 holy damage
46,2 / 8 = +5,775 holy damage every tick

So you will see consecration damage go from 53 to 54 every tick. As you see from coefficients table JotC doesn't affect at all retribution aura, blessing of sanctuary and holy shield.


Judgement of Justice (JoJ)
This judgement works only on Mob, not on players. When a mob has this debuffing effect on him it can’t flee from you. Often mobs when low on health try to flee from enemy, but with this judgement effect on them, they can only continue to attack you, or one of your group mates, but can’t take distance and flee. This judgement works even if the mobs has already started to flee, obviously you have to be inside the 10 yds range limit for the judgement ability.

Judgement of Light (JoL)
When you place this debuff on a enemy, anyone (not only the paladin) who’s dealing melee damage to it has a chance to be healed for x health points. Chances this effect will proc are every hit so wielding a fast 1 handed weapon will be an advantage. It works also when you hit with some seals / abilities. Please read “regeneration in combat” chapter for more details.


Judgement of Wisdom (JoW)
When you place this debuff on a enemy, anyone (not only the paladin) who’s dealing any kind of damage (melee, ranged, spells) to it has a chance to restore x mana points. Chances this effect will proc are every hit so wielding a fast 1 handed weapon will be an advantage. It works also when you hit with some seals / abilities. Please read “regeneration in combat” chapter for more details.



Seals and judgements combos

A simple list of standard combination of seals and judgements that every paladin should know:


  • JotC ---> SoC (judge crusader for an augmented SoC damage)

  • JotC ---> SoR (judge crusader for an augmented SoR damage)

  • JoW ---> SoR (judge wisdom and then go to SoR for a double chance to regenerate mana every hit)

  • JoL ---> SoR (judge wisdom and then go to SoR for a double chance to regenerate health every hit)

  • SoJ then on proc SoC ---> JoC (for maximum damage JoC effect)

  • JoJ ---> SoC or SoR (keep that mob from escaping while dealing damage)

14 Comments:

Blogger ThereFromHere said...

I think you should make clear that Judgement of Light can only proc on melee attacks, whereas Judgement of Wisdom procs on melee + ranged attacks.

10:20 AM  
Blogger Pacio said...

Thanks. I'll try to explain it in a more clear way.

2:21 PM  
Anonymous Anonymous said...

Your comments on JoCr are a bit missleading. They suggest that the holy damage added by the judgement is random from 1 to 140 (untalented). Actually, the damage added is based on the spell you're using it with. The 140 number is based on a 3.5 second spell cast time. Any spell that takes that long to cast will recieve the full bonus. If a spell has a 1.75 second cast time it would recieve 1/2 the damage. Damage over time spells recieve the full bonus, but spread over the entire life of the spell, and instant cast spells like judgements or seal procs recieve more arbitrary bonuses assigned by the developers. SoR for instance with JoCr added will always proc the same amount +/- 1 point. This system is the system used with all +healing or +damage items and effects. Notice for example that even with 400 points of +healing, the amount healed by the first rank of FoL will still only deviate by 14 points (FoL rank 1 heals 96 to 110 points of damage). If the +healing amount added was a random number from 1 to 400, the deviation would be from 1-414hp.

2:48 PM  
Blogger Pacio said...

thanks for your note. I'll correct it asap

1:41 AM  
Anonymous Anonymous said...

Judgement of Justice also makes your target immune to fear, be it a mob or player. This has some rare but userful... erm... uses. If you have a Warlock in your group who is using Death Coil, for instance, this will help a lot. It could be used to help out with one part of the Hunter Epic quest (instead of using Curse of Wrecklessness). A crafty PvPer with a Priest could create a fear bomb similar to a Warrior's, in that you fear everyone nearby and then beat down the one fool that didn't run.

I agree that it's mostly useless as a Judgement, but it does have some uses (:

10:58 AM  
Blogger Galoheart said...

This always confused me a bit. But i think it says that a Paladin can only have one seal active per paladin, but you can have 1 judgement per target or mob i guess. So that mean i guess if fighting multiple mobs you can have judgements on both at same time.

With the short duration of judgement and needing to be refreshed to stay active how exactly do you keep up jusgements on Multiple mob in such a case effectively?

5:11 PM  
Anonymous Anonymous said...

Re: Judgements on several mobs.

I do this sometimes if there are 2-3 mobs.
Judge them after each other, and then just use TAB to switch between them.
I then have a main target that I want to kill first, and the other(s) I jsut switch on to keep the judgement on.

1:53 AM  
Anonymous Anonymous said...

I was interested - can paladin refresh OTHER paladin judgements?

1:34 PM  
Anonymous Anonymous said...

"I was interested - can paladin refresh OTHER paladin judgements?"

yes.

8:24 AM  
Anonymous Anonymous said...

The Judgement of Justice also works as a speed buff de-buffer.. On players, they are using like sprint (rouge) it cancels out their speed gain. Not just only on rouges, but all players.

11:21 PM  
Anonymous credit repair companies said...

Seal of Righteousness is a base ability for the paladin that comes when the character is created.

3:29 AM  
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