05/15/2011 08:41 PMPosted by CaelessOff-tanking Cho'gall after adds are down, off-tanking while waiting for adds to spawn on maloriak. Off-tanking on Nefarian, off-tanking stormlings on Al'akir.
On Cho'gall, shadow's orders will take too much health off, smart aoe heals will target you and heal you anyway, even if healers don't. There's basically 0 damage done to you while waiting for adds to spawn on Maloriak (assuming good interrupts), so any self healing is completely meaningless. For 25 nef, the third tank is pretty much useless in p3 anyway, if you're really *that* worried about that tiny bit of healing, let him die (and on 10 nef you only have 2 tanks). :P
If you just go over the fights quickly:
Magmaw (Assuming 1 tank on magmaw, which is how everybody on my server does it, dunno about others): Too much tank damage for SoI to be significant.
Omnotron: I guess it could be decent here
Chimaeron: Pointless. The break tank goes over 10k with 1 heal and the DA tank should be at full. WoG is quite useful here though.
Atramedes: Sort of useful I guess, since his tank damage is pretty low
Maloriak: Largely useless, a lot of the tank damage in this fight comes in spikes
Nef: Largely useless, they just hit too hard for soi to be a significant amount of healing (in 10 man this may be a little more useful since healers are spread more thin)
Halfus: Largely useless. During the start of the fight your healers are having a heart attack from the amount of damage dealt (meaning soi contributes very little to overall healing) and by the end they fall asleep because there's nothing to do.
Twin dragons: I guess it's pretty decent here again, their tank damage isn't the highest
Council: Mediocre. A lot of tank damage here comes in bursts again.
Cho'gal: Useless during flame's orders because you'll be healed like crazy, aoe smart heals will hit you during shadow's orders and you'll get topped off anyway, even if you're not currently tanking him.
Either way, SoI is hardly anything defining for paladin. It's healing isn't significant enough on most challenging content to contribute much besides meter padding. On fights where tank damage is very predictable and slow, I could see some use to it, since it means tanks aren't constantly (over)healed to full. It's also worth noting that it's much more powerful in 10 than 25.
Honestly, if you're gonna name anything as giving paladins an edge in progression raids, especially before the patch, it would be divine guardian. A raidwide cooldown like that is extremely powerful in many current fights.