Re: Bastion of Glory
While Divine Shield is up, you keep your threat, but you cannot get aggro except by fixates. Reckoning causes the target to fixate you for 3 seconds, (Threat is a value that mobs use to determine who they want to attack. Aggro is having a mob actually attack you. They're related, but not the same thing.) so you can Divine Shield-Taunt tank a boss for 3 seconds, which can be useful if the boss uses a heavy instant nuke on the tank. For general damage reduction it's not required.
Either way, except for the taunt trick, popping Divine Shield means the boss will wander over to who's next in thread, which you generally don't want. Therefor, people macro their Divine Shield, so they can quickly double tap the hotkey so it's gone instantly, and the boss stays on them. This is useful for clearing debuffs, which had several uses in ToT, but not so much in SoO, as most of the tank swap debuffs were immune to it. It does work on the stacks from Xaril and Kilruk, allowing a paladin tank to tank the first, and then later on the second too.
For retribution, you also want to dispel Divine Shield the moment you're safe, as it halves your damage output, but if there's heavy AoE going on, it might be wiser to keep it running, especially since Divine Shield prevents you from using Lay on Hands for the next minute.
The issue with raiding is that raids currently have 2 tanks, and Blizzard wants to enforce that both tanks have something to do. For a lot of fights, this results in the boss placing a stacking debuff on the tank, causing the tank to take more and more damage, so you want to have the second tank take over, so the first tank loses his debuffs. When the first tank loses his debuffs, he takes over again so that the second tank can lose his debuffs. If you do not do this, eventually the debuff causes the tank to take so much damage that he gets oneshot.
(Note that this doesn't really apply to LFR. While the stacking debuff is there, there's usually a cap, or it may hit so weak that even getting all the stacks for the entire fight is not really a problem. They don't want LFR groups to wipe just because 1 tank is not actively taunting.)
On some fights, such as Durumu and Iron Qon, it basically means that the second tank is just picking his nose and doing meager DPS to the boss, while he waits for his turn to taunt. If you can manage to reset the debuffs without swapping tanks, you only need 1 tank, and the second tank could then be replaced by a DPS (or switch to a DPS offspec), which means an overall better performance. On Durumu this has the added advantage that you don't have a nasty dot ticking away on a second tank, so it's easier on the healing as well.
At 21250 Haste rating, your base haste reaches 50%. (Note that there are buffs to attack speed and spell haste, which causes your melee attacks and spells to have more than 50% haste at this point, but since SoB goes on base haste, we really only look at that.) So getting your base haste up to 21250 rating/50% can certainly be useful. Note that Thok's Tail Tip DOES amplify base haste, so you can use that trinket to get to the 50% softcap.
Up to 50%, haste reduces your GCD and your attacks by the same amount. At 0% haste, you have a 1.5 second GCD and a 4.5 second CD on CS, so you can CS once every 3 GCDs. At 50% haste, you have a 1.0 second GCD and a 3.0 second CD on CS, so you can still CS once every 3 GCDs. Now imagine that you gain more haste to reduce the CD of CS so 2.5 seconds:
You start with CS. It's now on cooldown for 2.5 seconds.
After 1 second (your GCD), you press J. CS is now on cooldown for 1.5 second.
After 2 seconds, you have 0.5 seconds remaining on the CD for CS. If you wait for it to come off, you are basically wasting time, and pressing less buttons than with 3.0 second CS. But if you press another ability, you push CS back, so you still only cast it once every 3 seconds, making all the haste beyond 50% useless.
Ok, technically, haste beyond 50% is not useless, but it's a lot less useful up to 50%, because after 50%, it doesn't allow us to press abilities more often, due to the 1 second GCD cap.
For retribution, the same thing applies, but there's something else going on as well, that causes retridins to stop around 40% haste. The thing is, Haste, Mastery and Crit amplify one another, but don't amplify themselves.
Gaining 5% haste is the same increase in damage if you're at 0% haste or at 45% haste. It's a linear increase. So getting more haste doesn't make haste better.
However, gaining 5% mastery is a lot better at 45% haste than it is at 0% haste, because at 45% haste you attack much more often than at 0% haste, so there are much more attacks to get boosted by mastery. The same applies to crit.
Therefor, at around 40% haste, retribution paladins start switching towards mastery.
From the sounds of it, you seem to be unable to react quickly to what's going on (It doesn't matter if that's due to player skill, poor PC or poor internet). That does drastically change things. Heck, if you are very slow to react, and it's hard to follow your rotation, you likely don't even WANT haste to begin with. You're likely better off with lots of mastery, followed by dodge. Their passive benefits would help someone with major lag a lot better. Also knowing that you likely won't react in time to a damage spike would mean that it's recommended to keep EF running all the time, though if you usually cast it with only 2 BoG stacks, perhaps SS is the better option for you.
In general, stunning a mob means it won't attack you for 6 seconds, making it a MAJOR defensive CD. It also stops it from running away for 6 seconds, giving you 6 seconds time to build threat on it. Downside is that you don't get vengeance from it.
Hand of Freedom is seriously awesome, and can be used reactively. Not only does it prevent movement impairing effects to affect you for 6 seconds, it also removes all movement impairing effects already on you. Got caught in some kind of trap? Hand of Freedom and continue running.
Interrupts are very, very important during raiding. A lot of interruptible abilities will cause a player to die if not interrupted properly. (Assuming Heroic and in some cases Normal. Flex is usually outhealable, and in LFR you are likely not to notice the effects in the first place.) Of course, in such cases, people usually set up an interrupt rotation. "Johnny first, then Pete, then Mike, then Alex, then back to Johnny."
Sanctified Wrath and filling out 3 out of 4 GCDs:
Our normal rotation looks like this: CS-J-X-CS-X-J-CS-X-X-repeat. We maximize CS cast, and maximize J cast after that, so 5 out of 9 casts are CS/J, leaving 4 gaps (the Xs). These gaps we fill with our other spells, starting with AS, and followed by HW, HoW, Consecration and the Level 90 talent. There's an X at least once every 3 GCDs, which are the moments where we consume our Grand Crusader buff.
Note that I didn't include SotR/EF, since they're not on the global cooldown. Therefor, Holy Avenger does not alter this rotation.
When we talent into Sanctified Wrath and press Avenging Wrath, J suddenly becomes the most important button, due to it's CD of only 2 GCDs, which changes our rotation into: J-CS-J-X-repeat. Now you only have an X every 4 GCDs, instead of being 1-3 GCDs from each other. The problem is that Grand Crusader doesn't stack. If we only have room to consume it once every 4 GCDs, there's a much bigger chance that we're wasting Grand Crusader procs, because we got 2 on top of each other, then when we can consume the buff once every 1-3 GCDs.
On protection, I DO macro HA and AW together. Since neither ability is on the GCD, I can press the button and even if only one of the abilities is available, it'll use that ability. It generally comes down to them triggering at different times (except at the start), due to their asynchronous CDs. Do note that the icon only displays one of them, so you need either an addon or a second button to display the second CD. An easy solution is to have the macro show HA (it is very rare that you want HA but not AW), and then keep a second icon for AW elsewhere on your skillbar. You don't need to hotkey this separate AW button, as it's not really needed to suddenly press AW, but not HA, but it can happen that you can use AW but want to save HA as a defensive cooldown for some burst DPS later on.
Note that for retribution, Sanctified Wrath is better than Holy Avenger. Also, if you have the Galakras trinket, AW will have a CD of less than 2 minutes, while HA remains 2 minutes, so they become asynchronous as well. Best to simply talent Sanctified Wrath. Again, I macro Avenging Wrath and GoAK together, even though it often ends up them activating separately.
Again, I haven't done the math, so I'm not too sure about HA vs SW for AoE damage, but I fail to see your points.
First off, if the boss is at 1000 health, then I literally don't care about my CDs. He's gonna die no matter which of my abilities I spawn. Overkill is not something you generally have to worry about, like, at all...
Second, SW forces you to do more single target DPS than HA:
9 GCDs of HA: HotR-J-X-HotR-X-J-HotR-X-X- 3 HotRs, 2 Judgments, and 4 Xs that can be used to consume Grand Crusader, or pop Consecration or Holy Wrath.
9 GCDs of SW: HotR-J-X-J-HotR-J-X-J-HotR- 3 HotRs, 4 Judgments, and only 2 Xs that can be used to consume Grand Crusader. Since you're tanking several mobs, getting at least one Grand Crusader proc every 4 GCDs is quite likely, meaning that you don't even get to place a Consecration...
AoE tanking leads to smoother damage intake in general. Avoidance suddenly starts to become a lot more interesting. With 50% avoidance, you still have a pretty good chance of getting hit by a boss for 6 seconds in a row. The chance of getting hit by 4-6 mobs for 6 seconds in a row is minuscule. With larger numbers, Avoidance becomes statistically reliable. Naturally, EF indeed also starts smoothing things out, but the same thing applies. If you're at 100% at the start, you can wait for your health to drop to say 50%, and then cast it to get you back to 100% and enjoy the hot from there on.