Revision as of 23:15, 22 May 2008 by Tracer68616@legacy41587461(talk | contribs)(→Notes: The SoB melee attack is a special, which means it doesn't glance -- but it can still be partially resisted by higher-level mobs)
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.
We Blood Knights; We whose lives are written in blood, both that of our enemies and of ourselves. We know great power comes to those willing to take it, and nothing comes without bloodshed. Thus do we always risk ourselves to wield our great strength.
Seal of Blood is the Horde's equivalent to [Seal of Vengeance], allowing the Paladin to deal a large amount of Holy damage with every hit. The downside to this, however, is that the Paladin also inflicts damage upon themselves. For PvE Retribution Paladins, this is actually beneficial because, with [Spiritual Attunement], the more that a paladin is healed the more mana they have available. However, in PvP, the backfire damage can be dangerous sometimes.
In numerous calculations, 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%.
This is NOT a good tanking seal. The main reason is that it depends on physical damage of the weapon to be effective but most of the other tankadin threat generating abilities need spell damage. If a Horde paladin stacks strength and attack power and use a melee dps weapon in order to use this seal, either his threat from other abilities or his survivability suffers. 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, ...).
When using a fast 2-hander, this seal deal more DPS than [Seal of Command]. Also, the fact it can crit makes it shine in a raid situation since Vengeance is similar to a fury warrior's Flurry in terms of how it increases the paladin's DPS.
Seal of Blood's damage inflicted to the user is not capable of causing a Reckoning proc.
The Paladin Retribution talents [Sanctity Aura], 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.