The Light and How To Swing It: Maximizing Paladin DPS, Part 3

It's time for another edition of The Light and How to Swing It on this fine patch 2.3 Tuesday! Today is the final installment in our three-part series on Maximizing Paladin DPS, and there's lots to go over. With the changes to healing gear implemented now with the new patch, I'll talk a little bit about what you can do with your Healing spec Paladin, but mostly I'm going to focus how to deal damage with a heavy Protection Paladin.
As usual, I will be recommending talents but don't feel tied to the choices I make. As I said last time, if you need certain talents to support your style of play, go for it -- but at least read about why you should consider taking some of the talents I suggest.
Let's start by briefly examining a typical healing-orientated build, and how you'll be able to deal damage in your healing gear starting today!
As usual, I will be recommending talents but don't feel tied to the choices I make. As I said last time, if you need certain talents to support your style of play, go for it -- but at least read about why you should consider taking some of the talents I suggest.
Let's start by briefly examining a typical healing-orientated build, and how you'll be able to deal damage in your healing gear starting today!
We're going to use a pretty standard healing build (50/11/0) that focuses on maximizing healing and survivability in this example. Since patch 2.3, you now get about a third of your bonus healing converted to bonus spelldamage. A reasonably well-equipped raiding Paladin should have at least 1500 healing, which translates into about 500 spelldamage. Coupled with a high spell crit rate and the revamped Seal of the Crusader, it shouldn't be necessary to switch to a spelldamage set for everyday tasks, like farming / questing / grinding. Of course, you still can carry around an extra set of gear, but I know I'll save some bag space.
In the main, dealing damage with this build is done mostly the same way a Shockadin would (read Part 2 for more specific info on this), but you are missing a few of the goodies a Shockadin would pick up from the Retribution tree. Although you'll miss Sanctity Aura, more mana-efficient seals and a reduced cooldown on Judgement, you still have Holy Shock and the increased spelldamage / crit talents the Holy tree has to offer.
Now let's get to something new, like how to DPS as a Protection spec Paladin, aka Tankadin!
What is a Tankadin?
A Tankadin is a Paladin who has specced heavily into the Protection tree in order to pick up additional stamina, threat generation, and damage mitigation talents. With the proper gear, Tankadins are quite capable of being the main tank in any instance or raid, and are much more effective in certain types of tanking situations (I'd go so far as to call them the Kings of AoE tanking). As of 2.3, they've also picked up some additional stamina talents and should now be roughly inline with Warrior and feral Druid tanks, health wise. Due to the fact that they generate threat by dealing holy damage via various abilities (Holy Shield, Consecration, etc), and that a few of those abilities are activated by being hit, this also makes Tankadins capable of taking on many mobs at a time. In fact, some lower level paladins like to get experience by rounding up many enemies and killing them all at once, a feat sometimes called "Prot grinding" or "AoE grinding."
Gear
Once again I'm not going to recommend any particular piece of gear over another. Instead I'm going to talk about the type of gear you should be aiming for if you are a Tankadin. As a tank, you depend on your gear more than almost any other class. Your goal should be to mitigate or avoid damage, keep yourself from being crit or crushed, and stack stamina all while keeping the target on you.
Mitigating and/or avoiding damage can be done in a few ways: your AC (armor class) reduces the physical damage you take, while blocking with your shield means that you'll take less damage from the hits that land. However, once you are uncritable (meaning you've effectively pushed crits off of the attack table against a mob up to level 73) by getting at least 490 defense, it's a better idea to stack avoidance stats. Avoidance is often times better than mitigation for obvious reasons: with mitigation you're getting hit, and even when you block you still take some damage. With avoidance stats (Miss / Dodge / Parry), you're actually completely negating incoming physical damage. By gathering enough avoidance and mitigation, you'll make yourself uncrushable (meaning you should never suffer a Crushing Blow under normal circumstances). To do this, you need a combined Avoidance value (Miss / Dodge / Parry / Block) of at least 102.4% -- the extra 2.4% is for raid bosses and other mobs up to level 73. Defense increases the chance your enemy will miss you, and Dodge / Parry / Block make up the rest of your avoidance. It is easier for Warrior tanks to become uncrushable because their skill, Shield Block, increases their chance to block by 75%. Tankadins have Holy Shield, which only increases chance to block by 30%, so you've got to make up that extra block with the proper gear or other avoidance stats.
The other important piece of gear you'll need is a good tanking weapon. As the threat you generate comes from holy damage, not physical damage, I suggest picking up a one handed mace or a sword that has lots of spelldamage and stamina on it.
In summation, don't worry too much about stacking spelldamage with your gear -- focus on getting 490 defense and 102.4% avoidance first, then find a nice tanking weapon and start stacking that stamina. If you're looking for a good list of pre-raid gear, check out this thread on the Paladin forums.
Spec
Since some new changes to the Paladin trees were made in Patch 2.3, this is the build I'd now suggest for tanking (0/44/17). Here's some of the key talents in this build:
- Improved Righteous Fury: Reduces the damage you take and increases your threat generation. Awesome.
- Blessing of Sanctuary: Reduces the damage you take and causes Holy damage every time you block. This is the Blessing you should have on yourself at all times when tanking.
- Reckoning: When it procs, it generates some extra attacks for you making it great for tanking and is a key talent for Prot grinding.
- Sacred Duty: Increases your Stamina by 6%.
- Holy Shield: Increases your chance to block by 30%, and deals holy damage with increased threat each time you block.
- Ardent Defender: Decreases the damage you take by 30% when you're under 35% health.
- Combat Expertise: Changed in 2.3, this increases your stamina by 10% and reduces the chance for your enemy to dodge your weapon swings.
- Avenger's Shield: A ranged attack that deals holy damage and slows up to 3 targets for 6 seconds. This is great for frontloading some threat at the start of a fight.
Buff Up
The buffs you'll use will primarily depending on what you're doing (tanking or grinding), but in general I recommend using Blessing of Sanctuary and Retribution Aura. The seals and Judgements you should use depends mostly on your activity -- for Prot grinding, you'll generally want to use Seal / Judgement of Light to gain some health back, but while tanking using Righteousness or Vengeance is adviseable. If you're a Blood Elf Tankadin, you definitely don't want to use Seal of Blood for any reason.
Dealing Damage
If you're tanking, start off the fight with Avenger's Shield or JoR for some frontloaded threat. At some point you should judge Crusader, Light or Wisdom to help your group, but mostly I'd recommend using SoR. You can also mix it up if you like by using SoV until you've got a full stack, then judging it and switching back to SoR. If you like, you can use the same macro I've mentioned in the last 2 editions to make sure your chosen seal is up after each Judgement. As a Tankadin, a lot of your damage is reflective -- you deal damage from being hit with skills like Retribution Aura and Holy Shield, so make sure Holy Shield is up as much as possible. When tanking a group (and not worrying about any CC'd mobs) lay down a Consecrate for even more threat.
If you're prot grinding, you'll want to round up mobs that don't have any ranged attacks and get them all in front of you (or as close to your front as possible), then fire off a Consecrate. With so many mobs attacking you at the same time, you'll see constant Reckoning procs which can quickly destroy your target(s) when using SoR. If you find that you need health, you can switch to SoL, but it should really only be necessary at the lower levels. Remember: the more mobs you have hitting you, the more damage you'll do, so just cut loose with Holy Shield, Consecrate, and an appropriate Seal.
Well, that wraps up my 3 part series on dealing damage with your Paladin. Remember, whether you're a Shockadin, Tankadin, Healer or Retributer, you're capable of doing damage. How much damage and in what quantities will depend a lot on your spec, but nothing can change the fact that you're one of the most flexible and survivable classes in WoW!
Filed under: Paladin, Analysis / Opinion, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
mizatt Nov 13th 2007 7:49PM
Doesn't 490 mean that you're uncrushable, not uncritable?
mizatt Nov 13th 2007 7:54PM
Looked it up, you're right, I'm wrong, my bad :P
Jagoth Nov 13th 2007 7:59PM
Uncrushability is a matter of avoidance and shield block. Defense effects the chance you'll be crit. By mobs, at least.
Heilig Nov 13th 2007 8:30PM
the standard Tankadin build is either 0/49/12 or 0/51/10. No pally tank ever puts 17 points into ret, period.
http://www.wowhead.com/?talent=sZVhtIx0zgrqtVbx
That is the standard tankadin build. It maxes stamina, defense, avoidance, mitigation, and threat.
The only difference between this build and the 0/51/10 is two points into improved judgements instead of 1H weapon specialization.
I'm not an elitist, but anyother tankadin spec other than these two is just plain wrong.
Heilig Nov 13th 2007 8:32PM
Oh, and for the love of God, if you're going to be AoE grinding, get the Sporeggar shield and the figurine from Kargath in Shattered Halls. It makes things so much faster, and the figurine is like a free LoH if you have enough mobs beating on you.
Ryan Nov 13th 2007 10:03PM
Lol, paladin dps.
Ryan Nov 13th 2007 10:04PM
Lol, paladin tanks. Stick to consecrate.
Heilig Nov 13th 2007 11:08PM
Lol, forum trolls. Stick to thottbot.
AToomah Nov 13th 2007 11:28PM
Quite nice...That was like a "Prot pallies for dummies 'Cliff's Notes'". Not that that's a bad thing. It was a nice (un-warrior-biased, thus unheard of) outline of what we're good for and good at. GJ!
And to any who might agree with the terrible attempt at a troll: try to beat a real paladin tank on the damage meters the next time you group with one. Better yet, try to take aggro on her main target. -_^
Thanks Chris!
agentaero Nov 14th 2007 2:25AM
my main is a hunter, and our guild main tank is a prot pally, I am the only one in our groups who beats him in Damage on the meter,we are simirarly ( i know, I cant spell) geared in mostly blues, and its usually close with him doing 80-90% of my damage, and you're right, its impossible to pull aggro off of him, 3-4 lvl 70 elites.. no problem, of couse, or main healer is his GF and I swear they have a set bonus.
the best example of that is when we were in the keep in old hillsbrad( I know, not 70's but still) and we all got feared by the stairs and ended up with 12 mobs, he collected them all with aoe, and we killed them and nobody died, back then only him and the healer were 70, the other 3 in the group were about 67 ish
Ben Nov 14th 2007 6:56AM
@4:
Sorry, Heilig, but... no. There *is* a cookie-cutter Tankadin build, there have always been alternatives (38/23 was popular for a while, when imp Sanctity Aura increased healing recieved), and last but not least:
This patch has TOASTED the 49/12 build. Take another look at the Ret tree.
I don't agree with all the spec choices in the article, but optimal tank builds post 2.3 are MUCH more ret-heavy than they used to be. A few quickies:
-Reckoning was Sooooooo nice while grinding up, wasn't it? So nice that you want to hang onto it for a raid spec, right? Wrong. First, it doesn't proc like it used to. All that avoidance we have to stack to get up to uncrushable nerfs the daylights out of reckoning. That's not the real problem. The REAL issue with Reck as a Raid tank is that almost everything you're tanking parries. AoE trash? No problem. Big, slow mob with a 3.8s swing timer? NASTY problem. If reckoning went off, you already took a big hit, and now you've dramatically upped the chance of giving the boss a "free" hit (i.e. much shorter swing timer). Reckoning throws off the pace of incoming damage, throws off the pace at which you need heals, and even in an ideal setting isn't worth 5 points as a raid tank.
-Look at Imp SotC. This used to be the reason Retadins got raid invites. 3% crit *to the entire raid*. In a 10-man it's slightly better than Leader of the Pack. In a 25, it's a raid buff in a class of its own. Optional for a tank but HIGHLY desirable.
-Look at Pursuit of Justice. This does two things for a tank. 3% spell avoidance is a big deal, especially given that many bosses mix spells into their damage and that many AoE packs are mixed melee/casters. This talent also gives you an intercept/intervene that is *always on*. Not optional (and neither is spell warding, which you skipped in the linked build).
-Vindication is now a desirable debuff (trash counts too, kiddies), though there just aren't enough points to make it happen without giving up something critical. Chalk it up as one of the reasons to bring a Retadin.
Max mitigation:
http://www.wowhead.com/?talent=sZVhtIx0dMMqtVrx0h
Yes, the sacrifices suck. Yes, Prot is bloated. Sure, you can pull the points out of Imp SotC if you have a ret pally that's going to be providing it for the raid.
-aka Gestalt
Arturio Nov 14th 2007 8:48AM
Anticipation is greater than toughness. Why pass up precision?
If you want damage, you passed 1H specialization which would be more useful than guardians favor.
@4 You left points out of spell warding. Drop them from toughness.
That healing build is awful.
Jereth Nov 14th 2007 9:43AM
Firstly Ben (aka Gestalt), thanks for what I think is easily one of the most well-thought out, researched and considered responses to a WoW Insider post I've ever seen.
Generally I think this trilogy of Paladin DPS articles has been excellent even though I knew a fair amount of the info that was contained within. having been a Prot specced pally myself for some time now, and my guild's MT in Kara at present, I've been very excited by the changes proposed in 2.3.
Obviously, the 10% stamina is a huge boost to any pally's who were still arguing their case in an end-game environment but there's a LOT more in there that is going to take some time to crunch though in the numbers before THE (if there is such a thing:P) spec for tankadins going forward comes out.
Talents I NEVER considered before (Pursuit of Justice being the perfect example) are now forcing themselves into my mind as something I need as part of my base build. Mitigating spell damage seems critical to me as that was one of the key weaknesses we had before.
As I'm over in Europe and at work (boo!), I've yet to install the new patch, so I think I'll be spending a lot of time this afternoon over at Maintankadin reading what some of the big hitters are going to be respeccing and weighing up all the pro's and con's ready to spend my 50g when I get home!
Kris Nov 14th 2007 9:49AM
I enjoyed the article overall, but a few things are just bothering me with the choice talents given.
Imp SotC - I understand the utility that it may bring but the last thing a pally tank needs is to give extra crit to a mage or lock ultimately pulling and wiping the raid. Most of the time you'll probably have JoW on the target anyway unless you are aoe grinding, even then it won't provide you with a great enough benefit.
Precision - a must have. It increased your chance to hit thus increasing threat and decreases the chance your spells get resisted which is crucial when you are taunting a target off a clothie.
One-Handed Weapon Specialization - a 5% damage increase = 10% Threat increase with Imp Righteous Fury. Why was this not taken?
james Nov 14th 2007 11:56AM
That holy build sucks... Nothing over 41 pts in holy makes you a better healer. I think http://www.wowhead.com/?talent=sVxhMgzheot
is much better.
Ben Nov 14th 2007 12:23PM
I keep hearing "threat, threat, threat" on talent concerns (here and elsewhere). Call me crazy, but is anyone on a raid tanking paladin actually having problems with threat? Sitting at a little under 300 +dam (only my weapon and t4/5 pieces) I wind up SoL/JoL and Cleansing between HS cooldowns, just to keep busy while the DPS chips away at my lead. HS+BoSanc procs, r1 Consecrate, and SoR/JoR keep me at a pretty steady 600 tps. This is key, folks: Paladins are MUCH more specialized than other tanking classes. With the prot tree as bloated as it is, there really IS a difference between a min-max 5-man/early raiding spec and a full-time raid tank spec. Disregard this and all my comments on paladins in general if you're in the "situational offtank" role. This is MT stuff, and if you're not MT you can spit points wherever you like.
Precision is nice, and if there weren't other places to put talents for MITIGATION (you ARE a tank, right?), I'd go for it.
Imp SotC is a necessity unless you have a Ret pally who's going to provide it. Enrage timers, kids. Virtually every boss has em in one form or another. TBC raiding is a dps race. If you don't have enough of a threat lead to soak a nice long crit string you're in trouble anyway.
@Jereth:
It's strange. There aren't a lot of the old names around anymore. Megor went Ret after despairing of MT viability (before a host of buffs went through). Joanna kind of vanished. Most of the rest made the exodus to the Mtankadin forums. I think burnout, always a problem with "offspec" crowds, and doubly so with Main Tanks, took a toll, but there's still a lot of folks cranking out the info.
-aka Gestalt
http://tanking.sneakykitty.com
Tramii Nov 14th 2007 1:16PM
You claim that "you definitely don't want to use Seal of Blood for any reason", but you don't back it up with any sort of justification. Really? For any reason? NEVER?
Heilig Nov 14th 2007 12:56PM
You guys really need to stop assuming everyone is a raid tank. Raid tanking, with raid tank gear, is not even the same game that the rest of us play.
His article was about basic Pally tanking. High end raid tanks don't even take redoubt because they don't need it, they're already uncrushable just with holy shield. The extremely small minority of 25-man viable tankadins can use any spec they wish.
For the large majority of people who would actually get some new information from this article, 0/49/12 IS still the best option for maxing threat. Most paladin tanks don't have T5+ gear, so the old school build is what they should be using.
You are clearly much further progressed than the average tankadin. Use whatever spec you want. But don't confuse the youngsters with 25-man theorycrafting. When you're in a 5-man where they don't parry that much, and your block chance is 15% or so and your weapon has maybe 50 spell damage, you need reckoning to make sure you max your threat as quickly as possible.
High-end raiders can tank in full holy spec if they feel like it. Their raid can most likely keep them alive, just look at the videos of moonkin tanking. That doesn't mean it's recommended for most.
And for most undergeared tankadins, any spell damage reduction is useless. We need to take some damage so we can get heals to keep our blue rage bars full. Warriors and druids go into instances in their full tank gear all the time and have it easy. Tankadins MUST take some damage to be able to do anything except get beat on. I have to wear cloth Stamina gear when I help out the lowbies in the guild, otherwise I take less than 5K damage per pull. That's not even enough mana regen to keep Holy shield up.
You take toughness and max out stam gear so that on the 5+ mob pulls you don't go down faster than the healer can keep up. Those pulls never have more than a couple of casters anyway. Which is more important, 5% mitigation from missing spells cast by 20% of the mobs, or 5% mitigation from taking less damage on every hit from the other 80%?
In a raid, you take any and all total avaoidance you can so you don't et one-shotted. The rest of us need armor more than spell avoidance so we have time to kill that caster before the other 4 guys beat us into the ground.
Kal Nov 14th 2007 1:44PM
His article was about basic Pally tanking. High end raid tanks don't even take redoubt because they don't need it, they're already uncrushable just with holy shield. The extremely small minority of 25-man viable tankadins can use any spec they wish.
They take redoubt because it's a requirement for shield specialization, and shield specialization is a huge bonus to incoming damage mitigation and scales with gear. Redoubt isn't very good by itself; it rarely saves you in boss situations but does help a small bit in farming situations sometimes. But it's a requirement for shield spec, so it gets taken.
Reckoning over 1hws is a toughy. Reckoning is clearly better for farming, but 1hws is better overall. In general most people are ditching reckoning for now, but I think you're going to see a lot of people eventually putting a couple points in reckoning for farming purposes.
Vindication doesn't work well against most mobs and bosses, as most mobs and bosses don't actually have stats. It's not worth it compared to the points.
Ret is getting a lot more points thanks to the better improved SotC, improved PoJ and improved judgment. Since you have to get the deflection, all of these are very valuable. There's a lot of debate over which of the three should be taken over what, and not a lot of hard numbers. I believe that PoJ is going to win because running fast is more fun, but it isn't as optimal as spell warding.
Heilig Nov 14th 2007 1:55PM
Actually, shield spec is not a huge bonus in 25 man raids. Being able to mitigate 1300 instead of 1000 is not a huge deal when the boss is hitting you for 8-10K. Yeah, it's maybe 4-5% more mitigation, but those 8 points can be used in the revised ret tree. It is definitely a more viable tree now.
But that is still only raid tanking. I've seen raid tanks put ten points into holy for intellect and uninterruptable heals. They grab aggro, pop holy shield and let that and sanc keep threat up, and then sit back and throw a heal to themselves when necessary. Seems a weird way to tank, but when you're geared you can do whatever you want.