Seal of Righteousness

Maybe I’m wrong, but I thought when you rank up your abilities they are supposed to improve? Why then, is the Seal of Righteousness Rank 2 complete and utter trash? The same damage bonus per hit, and if you release it…well, 26 da rank one, 25 to 27 da rank two. So, only a one point increase…and as has proven to be the case on more than one occasion, one point LESS damage. So basically, silver spent to be worse at something than you were before?

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It’ll scale as you level…

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Thank you…didn’t seem right is all ;p

SoR scales its damage as you level, but caps the level before you can train the new rank.

So when you train the new rank, it’s only barely better; but it will continue to improve, while the old rank will no longer improve.

Might have been useful if the description stated ‘scaled to level’ or something ;p

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It also scales with slower wep. Sooo if you have a slow 1h its amazing because you can still use a shield, or just go super slow 2h, and if you spec into improved seal of righteousness it makes a decent dmg boost. I specced into it to tank as holy. Im 31 holy 13 prot atm. I use seal of righteousness for aggro and holy shock as a mock taunt.

Also for solo quests it does suprising dmg. I kill stuff very quickly.

Just wait until you hit rank 3. Which has a higher spell damage scaling than any other rank for no reason.

If you’re using a weapon faster than 3.5 use SoR but if its 3.5 or slower you’ll want to use SoC assuming you take the talent

3.2 is the breakpoint, not 3.5.

It also depends on what other gear you have. Sometimes it can be more beneficial to use SoC on a faster weapon, especially at higher levels of AP as an SoC hit’s damage is based on the same calculations as a white hit+20% SP. It also benefits from melee crit.

By contrast, SoR only scales with swing speed and SP, and crits based on spell crit. Its judgement is also based on spell crit/spell hit, meaning it will miss a lot more(though, for some reason, judgement “misses” read off as a resist.)

So, if you have a 3.00 weapon, but you also have a lot of AP and melee crit, you’d still want to use SoC. It will be less chance to proc per swing compared to a slower weapon, but PPM only determines proc chance, not total procs per minute like RPPM. Even with a 7ppm, SoC could still proc thrice that or not at all for the full minute.

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I use SoR for the consistent holy (threat) damage every swing, not max dps. I also don’t read guides or watch videos and should mostly be ignored, but I do read posts like yours and try to learn without ruining the fun of figuring things out for myself.

I’m more curious about the guy that mentioned putting talent points in SoR, 5 points seems like a really high price to pay for a 15% increase to 30 damage each hit or 170-180 on a judgement.

When it comes to tanking, you have to think of this damage as threat. Imp righteous only increases base damage, but it also increases your threat output: especially with imp righteous fury.

It’s also a question of where else would you put those talents? Divine strength, for example, does not do much for a tanking paladin, as righteous fury only increases the threat generated by holy damage.

The choice in that tier comes down to whether or not you want more threat, or if you want to be able to get self-heals off better through spell pushback mitigation. For a paladin, which already has a bit of more difficult time maintaining single target threat, it’s often the case that most will opt for the improved SoR/JoR damage.

This is also the fact that even though being able to self-heal via less pushback seems appealing, you can’t perform any action while casting. You can’t judge, can’t move, can’t even dispel; it effectively locks you in place, which is not something you want when tanking.

Ah, I’m addicted to the self-heal utility. I should get some threat from heal too right? But I’m not healing myself in groups so it’s just a dead 5 points, I see. If respeccing was a reasonable option I’d take imp SoR because of the dedicated healer in groups, as it stands I’m just leveling a second Paladin to 60.

You do, but paladin healing spells have a 0.25% threat modifier(IIRC), meaning you won’t get very much.

That said, the ability to self heal without pushback is very nice for solo farming/grinding, which is often why you’ll see it recommended in AoE grind builds.

This is correct. Normal healing spells generate 0.5 threat per HP healed, split between all targets that you or your heal target are on the threat table of.

Paladin healing spells, however, generate half that much threat, in order to prevent “I’m a holy paladin standing here healing myself” from also being a good way to generate threat for tanking.

An interesting thing with seals is they also count as hits for proc based effects. This is quite potent on slow 2h with proc effects, since many procs are based on a ppm system. Effectively giving you 2 hits with each swing (judgement can also proc on hit effects). Have seen many pallies playing around with these mechanics and coming up with interesting results.

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