Build Shop: Paladin 0/46/15

So recently I put together a list of all the Build Shop articles that have ever been written on WoW Insider, and I found out something surprising -- there hasn't been a Build Shop for paladins! Today, I correct that grave injustice by looking at a heavy Protection build. Without question, a Paladin is my favorite type of tank, especially for 5 mans. Who needs crowd control? Just have the Paladin consecrate everything and let the AoE attacks fly. For those of you who haven't experienced that joy yet, I highly suggest you find a good Prot paladin and let him tank your instance.
I covered Paladin tanking techniques in a past article, so I'm just going to jump right into the build. This is one that people are sure to have mixed feelings about, but then again, that usually happens on Build Shop. The most scandalous suggestion I'm making in this build is not picking up Reckoning, but I have a few reasons why -- read on to find out.
I covered Paladin tanking techniques in a past article, so I'm just going to jump right into the build. This is one that people are sure to have mixed feelings about, but then again, that usually happens on Build Shop. The most scandalous suggestion I'm making in this build is not picking up Reckoning, but I have a few reasons why -- read on to find out.
There are a few reasons I don't generally include Reckoning in my Prot builds anymore. First off, it's unpredictable. It's great when it procs, and you get some extra threat, but by the time it procs you usually don't need any more threat and at any rate, it's not good to count on procs to build threat when tanking. Second, these extra swings can be parried by your target. As all tanks should know by now, when your target parries it counterattacks without resetting its swing. While this may not be such a big deal on trash and 5 man bosses, imagine giving a raid boss that you're tanking 4 potential free attacks against you. This can spike the damage you take and kill you if you're unlucky enough, since it's unexpected and your healers likely won't be able to respond. Reckoning is great for Prot grinding, but I think that One Handed Weapon Spec is a better use of your 5 points if you're tanking in raids. So there you have it. Let me know exactly how much you agree or disagree in the comments.
Now, on with the build! I'm going with 0/46/15, which is a heavy Prot build that also incorporates talents from Retribution that will help with damage mitigation.
Protection (46 points)
- Redoubt - Melee and ranged attacks against you now have a 10% chance to increase your block chance by 30%. Aside from being required for Shield Spec, you'll be getting hit a lot as a tank and a lot of the threat you create comes from blocks. This gets better as you tank multiple enemies at once.
- Precision - Increases chance to hit with spells and melee weapons by 3%.
- Guardian's Favor - Reduces the cooldown of BoP by 2 minutes, and increases the duration of BoF by 4 seconds. Sometimes a mob gets loose and goes straight for a healer or other squishy -- this can be used to give you time to re-establish aggro without danger to the squishy (provided that they're not getting spells cast at them).
- Toughness - Increases armor from items by 10%. This one is a toss-up. Some paladins like having this and anticipation, some like one or the other. I like Toughness since my Prot Paladin is already at 490 defense, but your mileage may vary.
- Blessing of Kings - Increases target's stats by 10%. This is one of two Blessings only available to paladins with points in protection.
- Improved Righteous Fury - Reduces damage you take by 6% (while Righteous Fury is active) and increases the amount of threat caused by Righteous Fury by 50%.
- Shield Specialization - Increases the amount of damage absorbed by your block by 30%.
- Spell Warding - A nice passive talent that reduces damage from spells by 4%.
- Blessing of Sanctuary - This is the Blessing I use on my prot Paladin when tanking. Reduces damage from all sources by up to 80, and deals 46 holy damage to the attacker when you block.
- Sacred Duty - Increases stamina by 6%, reduces the cooldown of your Divine Shield by 1 minute, and reduces the attack speed penalty of Divine Shield by 100%. More stamina, reduced cooldown on your bubble, and when using your bubble you swing as normal? Pretty decent talent, I'd say. This can sometimes be used to clear status effects off yourself, but remember to cancel it immediately or whatever your tanking will go for the rest of your group!
- One Handed Weapon Specialization - Increases damage you deal while wielding a 1 handed weapon by 5%. This applies to all damage, not just damage from your weapon, so this is essentially a 5% damage increase.
- Holy Shield - Increases your chance to block by 30% for 10 seconds. Each time you block with this up, the attacker will take 185 holy damage and it will expend 1 of the 4 charges of Holy Shield. This is a great talent for generating threat and mitigating damage, and should be up at all times while tanking.
- Improved Holy Shield - Increases the damage caused by Holy shield by 20%, and also gives you 4 additional charges. With this talent, Holy Shield will have 8 total charges, making it much easier to keep it up constantly.
- Ardent Defender - Reduces the amount of damage you take by 30% when you have less than 35% health. Functions as sort of a low-grade Last Stand that's always on, but this talent can give your healers the time they need to top your health off. Anything that lets you live longer or mitigate damage as a tank is gold, so don't miss this one.
- Combat Expertise - Increases your Expertise by 5 and your total stamina by 10%. The extra stamina is great, but the Expertise lowers the chance your attacks will be dodged or (more importantly) parried by 1.25%. Costs 5 talent points, but is definitely worth it.
- Avenger's Shield - Hurls a shield at the target, causing a bunch of holy damage and dazing the target for 6 seconds. This can also jump to 2 other targets and deal damage/daze if they're close enough. Good for pulling, and great for grabbing a bunch of threat at the beginning of a fight.
Retribution (15 points)
- Benediction - Reduces the mana cost of your Judgement and Seal spells by 15%. If mana is an issue for you, I would take this over Improved BoM, but it's up to you.
- Deflection - Increases your chance to Parry by 5%. This is a 5% mitigation boost, and great for tanking. Well worth picking this up.
- Vindication - It's up to you how to spend these last 5 points, but I like putting 3 of them in Vindication to decrease the target's stats by 15%. It may not work on bosses, but it's pretty good for trash.
- Pursuit of Justice - Again, you can choose to spend these last 5 points somewhere else, but I also like the new Pursuit of Justice talent. The speed increase is nice, but it also gives you a bit of mitigation by reducing the chance you're hit by spells by 2%.
So there it is -- the very first Paladin Build Shop on WoW Insider. Those of you that are legally able to drink may break out the champagne now, just make sure to save me some! All in all I think Protection is a strong build, and I'm glad that these types of paladins are not only accepted but also desired. I know I'm a bit biased, but I'd rather run an instance with a Paladin tanking than any other type of tank.
That wraps up this edition of Build Shop, but I'll be back again next week. What do you want to see on Build Shop? Send me an email with your questions or comments, and we'll talk shop.
Filed under: Paladin, Build Shop






Reader Comments (Page 1 of 4)
Thoma Jan 23rd 2008 10:33AM
@ Chris Jahosky
But you shouldn't need to be BoPing people. And BoPing them doesn't make your life as a tank easier, all it's going to do is condemn the healer next to them to death and cause the mob to run in a random direction. If the mob runs off and you can't hold it then the distance factor in aggro is going to cause it to bounce around in the raid, not come back to you.
I'm curious to your math on Vindication. Do you have some argument for it other then "I like it"?
Avlen Jan 23rd 2008 12:01PM
I've had good luck using bop as an emergency taunt of sorts if righteous defense is resisted. If I get it off fast enough I almost always find the mob coming right back to me. It can be particularly useful for fights like the bear boss in ZA when a resisted rd can mean a wipe. I would never waste the points in guardians favor but the base ability certainly has it's uses.
Chamual Jan 23rd 2008 7:23PM
'But you shouldn't need to be BoPing people. And BoPing them doesn't make your life as a tank easier, all it's going to do is condemn the healer next to them to death and cause the mob to run in a random direction. If the mob runs off and you can't hold it then the distance factor in aggro is going to cause it to bounce around in the raid, not come back to you.'
It's not nessacarily going to kill the healer next to them if the healer is way down on the aggro list and the mage is the only person that is over the tanks aggro. And it's not just you who has to control all the mobs it is often one of the other tanks that has let something go, or a shackle that has broken and the mob is heading to the prist (because they shackled it). BoP really does save lives for clothies as they usually can't take more than 2-3 hits from a raid mob before dying. Seriously, start using it and you will be wondering why you have ignored it for so long.
Chris Jahosky Jan 23rd 2008 12:17PM
No, there is no math on Vindication, and I doubt I'd be able to produce any to support the decision to take it. However, not every talent choice needs to be backed up with theorycrafting.
For my Paladin's current role, these are the talents I've found useful.
I find it interesting that there are so many people willing to pick this spec apart so thoroughly. This is one possible spec out of many, and not all specs are min-max specs. Build Shop is about talent discussion, not about trying to come up with the "best" build.
You guys have made your points, you disagree with some of the talent selections and that is fine, but let's move on now. If you'd like to suggest an alternate build that you want to see covered on Build Shop, you can always email me at buildshop@wowinsider.com.
Nil Jan 23rd 2008 10:44AM
I play a Prot pally on EU Aszune and I've not been 70 long (about a month) and I can't understand why all you guys seem to pick one-handed weapon specialization. I'm sure you can find another place to stack those valuable 5 points.
For me being a pally tank is all about getting aggro and keeping it, and as far as I know a pally gets his aggro from holy dmg and not white dmg. I currently have the crystalforged sword (with +40 spelldmg ofc) and I hit for about 100-150 white dmg per strike, the one handed weapon spec would give me about 5-10 points of extra dmg per strike, to me that is negligible.
My build : http://eu.wowarmory.com/character-sheet.xml?r=Aszune&n=Voxe
Thoma Jan 23rd 2008 11:05AM
You aren't reading the tooltip correctly. It's 5% damage increase while having a one hander equipped. It applies to all abilities.
Chamual Jan 23rd 2008 7:22PM
@Nil
1 handed weapon specialisation gives you a 5% increase to all damage, hence a 5% threat increase.
Patrick Schriner Jan 23rd 2008 4:03PM
One-hand Specialization increases EVERY bit of your damage by 5% if you wield a 1h weapon. Which means: Avenger's Shield, Judgement of Righteousness, Holy Shield.
The white damage increase is negligible, but the holy damage increase is quite something. Your +250 Holy Damage bonus becomes say 270.
mark Jan 23rd 2008 11:41AM
I don't understand the comments regarding Reckoning.
My tooltip says that it has a 2% chance to increase my Attack power on the next five swings.
How does this produce more swings that can be parried by a mob? Wouldn't it just inprove the damage on my hits?
Chris Jahosky Jan 23rd 2008 12:20PM
I think you're misreading the tooltip. With 5 points, Reckoning has a 10% chance whenever you're hit to grant you up to 4 extra swings within 8 seconds.
mark Jan 23rd 2008 1:46PM
I thought that I had misread the tooltip, but I went back and checked it. Even after last night's patch, it still shows an Attack bonus, nothing about extra attacks.
Khanmora Jan 23rd 2008 6:26PM
Mark, it generates extra attacks, not attack power. Here is the tooltip:
5/5 Reckoning
Gives you a 10% chance after being hit by any damaging attack that the next 4 weapon swings within 8 sec will generate an additional attack.
http://www.wowhead.com/?spell=20182
This is very similar to a sword spec for warriors or rogues. Those extra attacks can be parried and thus the worry about being instagibbed by high damage thrash n' crush bosses.
mark Jan 23rd 2008 6:49PM
Mine does not say that at all.
I'll bet it was one of those poorly-written patches Blizzard keeps sending out. I'll probably have to re-install the program.
Eyeon Jan 23rd 2008 2:04PM
i almost want to insult you....
gaurdians favor for using bop as a second taunt isn't a bad idea, but ideally you have eneough threat that it shouldn't be an issue....
no points in anticipation... defense isn't just anti crit.... its miss/block/parry/dodge all in one. you get more milage for a point of defense than any of the above stats. i use kings to put me over uncrushability, because i also have my Darkmoon trinket.
oh, and redoubt DOES NOTHING if the only damage you are taking is from partial blocks.... only comes in handy on multi mob(4+) that attack fast eneough that you lose all holy shield charges. its a prereq for shield spec
and.... most tankadins don't pick up reckoning.... see redoubt.... only works WHEN YOU TAKE DAMAGE.
vidication is terrible and doesn't affect bosses last i checked. persuit of justice should be moved into improved judgement... more threat> 2% miss on spells.
http://www.wowhead.com/?talent=sZVhtIx0dMgqtVbx
Coristad Jan 23rd 2008 1:05PM
Chris, you missed the mark so widely that I had to blog about it.
http://thinktankadin.blogspot.com/2008/01/personal-choices-can-be-wrong.html
Kal Jan 23rd 2008 1:34PM
To Gorehorn: block rating/skill isn't avoidance. However, it does help to get to being uncrushable.
Defense provides .16% per skill point towards being uncrushable. It only provides .12% per skill point for pure avoidance, which is slightly worse than dodge on a per-point basis. Block rating is useless once you reach uncrushability; stacking more doesn't help.
That being said, 2.4% pure avoidance is very good; this is the equivalent of about 45 points of dodge rating that you don't have to have on your gear.
kathodos Jan 23rd 2008 1:58PM
This is my build (15/44/0):
http://www.wowhead.com/?talent=sVxhbZV0tIx0dxMqt
I don't know about anyone else, but I am almost always expected to heal or at least off-heal for dungeon runs and raids, even though I am primarily spec'd and geared for tanking. By conserving mana and keeping a watchful eye on my party members, I can effectively heal by spamming Flash of Light and the occasional Holy Light (or by casting a Blessing of Protection and then bandaging the targeted party member if I'm out of mana), and with the 5/5 Spiritual Focus I am free to heal others while taking a beating and not having to worry about spell interruption (although this has occurred at some rather inopportune moments). Divine Intellect has been very helpful as it allows me to fire off a healing spell or two that I might not have otherwise been able to cast had I not spec'd 5/5 Divine Intellect.
The rest of my build is your typical protection Paladin with the exception that I did choose Reckoning over 1h specialization and I sacrificed any potential benefits of the Retribution tree by additionally spending points in the Holy tree and by rounding-out my build with the 5/5 Anticipation talent.
Krick Jan 23rd 2008 2:11PM
How about this build for doing 5-mans and heroics?..
http://www.wowhead.com/?talent=sZVhtIL0zMgRtVfb0hc
It makes a few sacrifices in the prot tree to give you the Judgement of the Crusader 3% crit debuff, 3% extra spell avoidance, and 3% extra damage from the ret tree.
...
Krick
http://www.tankadin.com
Thoma Jan 23rd 2008 2:39PM
AD really shines in Five mans and Heroics and you won't really need the extra threat from Crusade.
Sky_Paladin Jan 23rd 2008 6:16PM
Chris, I have to say a lot of the comments here are highly opinionated and not necessarily grounded in fact. Depending on what gear your Paladin is in (early outlands, Kara, Heroics, big raids, etc etc) the talent and specific choices will vary. The suggestions you will get in this thread are largely based on where player x is in their Paladin progression. One that I wish to take issue on is Blessing of Protection.
BOP is highly situational. That means, it's useful in every situation, but the Paladin needs to know how to use it. If you are ONLY using it to save a player who drew aggro, you are doing it wrong. It's used for destroying enemy physical debuffs (such as Moroes garotte, assassins stuns, Aeonus' -80% healing debuff, etc, etc, etc), saving players who have been punted high in to the air, and offensively on AOE when you want the mage to run in and arcane blast things in total safety. It is a highly useful, but not essential talent. IMHO the players who are criticising it do not know how to use it as anything other than a back up taunt.
BOP is a wipe preventer IF YOU KNOW HOW TO USE IT. If you don't know how to use it, don't put talents in to it, simple. But if you know the limits of your class, push the envelope. I certainly advocate BOP over, say, spell warding and improved judgement.
Like I said earlier, your talent choices for a Paladin depend on what gear you have available and what kind of content you are doing.
I think people have been unnecessarily harsh on you. That said, you did pick one of the most highly gear dependent talent trees in the game for your first Paladin build shop. You might consider different Build Shops for tanking Paladins at different stages in the game. I think you could easily get three more articles, maybe more, just from tanking Paladins. For Holy and Retribution? Probably just one is fine. I guess we will see :)