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The subject of this article was removed from World of Warcraft in patch 3.2.0.
- This includes items and quests that can no longer be obtained or are now deprecated.
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- Seal of Blood (1 rank)
- Level 64 paladin ability
- 14% of base Mana
- Instant
- All melee attacks deal additional Holy damage equal to 35% of normal weapon damage, but the Paladin loses health equal to 10% of the total damage inflicted.
Unleashing this Seal's energy will judge an enemy, instantly causing 295 to 325 Holy damage at the cost of health equal to 33% of the damage caused.
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Properties |
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Class |
Paladin |
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Race |
Blood elf |
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School |
Holy |
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Cooldown |
None/Global Cooldown |
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Other information |
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Level learned |
64 |
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Related buff |
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Seal of Blood is the Horde's equivalent to [Seal of the Martyr], allowing the Paladin to deal a large amount of Holy damage with every hit. However, in PvP, the backfire damage can be dangerous sometimes.
Tips and tricks
- In numerous calculations from a retribution perspective, Seal of Blood has been proven to do significantly more damage than [Seal of Command] or [Seal of Vengeance]. The difference between Seal of Command and Seal of Blood is usually a margin of more than 15%.[citation needed]
- This is NOT a good tanking seal. The main reason is that it depends on the damage-per-strike of the wielded weapon to be effective, which begs for the use of a 2-handed weapon, but tankadins need to wield a 1-handed weapon and a shield in order to be tough and effective. If a paladin stacks enough strength and attack power for the seal's damage to be effective even with a 1-handed weapon, his survivability will suffer. Synergy effect with [Spiritual Attunement] is not a valid reason to use this seal, as there are many proper ways to handle mana deficit situations for tankadins.
Notes
- The Seal is based on the melee mechanics for hit and crit.
- The seal only scales with weapon damage, not spell damage. It therefore heavily favors melee-geared Paladins (mostly Retribution Paladins), rather than spelldamage-geared Paladins. Note that the Judgement does scale with spell damage.
- This seal is counted as a second melee strike in terms of game mechanics, meaning that the damage it deals can miss, be dodged, be blocked, and be parried. Since it deals non-physical damage, it can also be partially resisted when used against mobs that are higher level than the player. It will NOT activate [Judgement of Light] and [Judgement of Wisdom] nor any other weapon proc (fiery, mongoose, life steal procs, etc).
- When using a fast 2-hander, this seal deals more DPS than [Seal of Command]. Also, the fact that it can crit makes it shine in a raid situation since [Vengeance] is similar to a fury warrior's Flurry (warrior talent) in terms of how it increases the paladin's DPS.
- [Blessing of Sanctuary] will not mitigate backlash damage caused by this seal. Neither will [Divine Shield] make you immune to this damage. The proc effect from [Uther's Strength] will absorb this damage, and it seems [Improved Righteous Fury] or [Spell Warding] might help mitigating this damage. Killing yourself with this damage counts as a suicide.
- Seal of Blood's damage inflicted to the user is not capable of causing a [Reckoning] proc.
- The Paladin Retribution talents [Sanctified Seals], [Vengeance], and [Crusade] all affect the damage dealt by this seal (prior to patch 2.1.2 there was a bug that would cause it to doubly affect the returned damage component of this seal, making the returned damage more than the 10% stated on this seal's tooltip).
- In parses, the % crit may sometimes seem off. This is normally because of the backlash (self-damage), which cannot crit. Generally, in these cases you can double the posted crit rate to determine the actual crit rate.
Patch changes
- Patch 3.2.0 (2009-08-04): Removed.
- Patch 3.1.0 (2009-04-14): Damage from judgement decreased, but damage from hits with seal increased.
- Patch 3.0.9 (2009-02-10): All Seal durations were increased to 30 minutes (up from 2 minutes) and are no longer dispellable.
- Patch 3.0.8 (2009-01-20): Now deals 27% of normal weapon damage (up from 22%).
- Patch 2.1.0 (2007-05-22):
- Fixed some data errors that caused Seal of Blood to generate more threat than intended.
- This seal will no longer cause additional chances for weapon procs to trigger.
- Patch 2.0.3 (2007-01-09): Added.
See also
External links