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
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Reader Comments (Page 2 of 4)
Thoma Jan 23rd 2008 8:48PM
I'm well aware of the uses for BoP. At the same time, I'm well aware of the tanking requirements for deep raiding. The number of circumstances in which you would need a three min cooldown on BoP are much, much less frequent then you would need the extra mitigation. And in any other raid situation you will not be the only Paladin there. There is no justification for a tanking build to take a primarily PvP talent in a tree that is stuffed full of things they absolutely have to have.
Sky_Paladin Jan 23rd 2008 9:22PM
Hey Thoma,
As I said, it is a highly useful but not essential talent. Obviously if you are in some part of your Paladin development where some other talents are more important than BOP, then you should not be putting points there.
I can and do put BOP to great use, particularly in boss fights that have some random element (eg Bladefist Kargoth whacking everybody, or the mind control boss in SLABS, etc etc etc). This is in addition to it's regular squishy saving abilities (yes, it doesn't remove them from the threat list, but I am absolutely second on that threat list and, worst case scenario, a few ticks of consecrate will fix it) and saving people from mind controlled rogues/warriors, etc etc etc.....really the list is too long to, well, list. There is no one thing that makes BOP 'omg must have!' but it is the high 'I can use it whenever!' that makes it fun and useful to have.
I won't say that you must have improved BOP, but if you as a player are able to use it frequently enough that you need the three minute cooldown, then you should do it. It's like Improved Hammer of Justice. Some players use the hammer all the time. Others save it for interrupting some specific spell. The person who uses the ability more often should consider taking the improved version.
If you don't use it, why would you put talents in it? As I have repeatedly said - depending on where you are in the end game, your gear priority and talents will change. There are very few absolute fail talents, but not all of them are must-haves, despite what people claim.
Khanmora Jan 23rd 2008 6:27PM
To stick up for Chris a bit, on multitank fights in which you get a taunt resist BoP can be a raid saver (i.e. Nalorakk).
Kris Jan 24th 2008 10:51AM
talent choice really do depend on where you are in endgame.
1Handed Wep Spec vs. Imp Crusader...
1HwepSpec is most ideal for 5 mans and aoe grinding b/c obviously 5% dam increase is fantastic against multiple mobs.
Imp SoCrusader i've found provides much greater single target dam/threat than 1Hwepspec and imo is more suitable for endgame raid encounters. lets not forget its raid benefit.
As far as BoP is concerned... ever pally has a BoP, but does it really warrant a reduced cool down? If you group/raid knows how to watch their threat, i say no. Some encounters require the tank to tuant, that's where +spell hit comes into play... so your tuants ACTUALLY hit. Precision anyone?
Though Reckoning does provide increased threat, it does have it's drawbacks as stated previously. However, it's drawbacks can be prevented with stacking expertise. So this talent can be very gear dependant.
Imp. Judgements... I currently have this, but I'm finding it's more of a pain in the butt b/c it really screws up your rotation. Having 2 points into this talent will cause Holy sheild and Concecrate to come off of CD at the same time more than a few times per fight. 1 point is more than enough if any at all.
Vindication vs a 10khp target provides a 1 time 1500 hp loss, but only on mobs and only if it procs on your first attack. Is it really worth it?
Kris Jan 24th 2008 11:01AM
scrap that whole idea on imp judgement part i just mentioned... too much to think about atm with work and all. I was completely wrong... it does not affect your CD on concecration/holysheild.
Thoma Jan 24th 2008 11:06AM
Given that the new Imp Crusader had the bonus spell damage rolled into the spell, and given that few of our tanking threat spells crit....I'm curious as to your logic that ImpCrusader is better as a tanking talent, given that the 1hws is applied before RF, and the HS bonuses from Imp HS.
Krick Jan 24th 2008 6:01PM
A visitor to my forums insists that there was testing done by someone in the official Warcraft forums that proved that the 1H Weapon Specialization talent increases white damage FROM YOUR WEAPON ONLY and doesn't damage from your spells and that the wording on the talent tooltip is actually a typo.
Supposedly, some person ran a few instances with the talent, and a few instances without, then parsed the combat log files from each run to get their results.
Has anyone else heard this? If so, can you provide links to sources showing the tests that were done?
Krick
http://www.tankadin.com
Skrilla Jan 22nd 2008 5:13PM
I use the last 5 points in reckoning. Some people like to put those in imp judgement and seal of crusader.
I don't buy the argument that reckoning doesn't proc once you get good gear.
Lariqe Jan 22nd 2008 5:26PM
Its not so much that it doesn't proc, but the chance of it doing so drops off with the more avoidance you get. Since it requires you on taking damage, if you're always dodging and parrying (or blocking all damage or the mob just misses), then the chances of it going off drop a lot.
Granted, you'll most likely have 5 or 6 mobs on you tops (generally 3 or 4) and you're not going to be avoiding all the attacks in some form or another, so its not like it won't happen. Its the same kind of problem, though, that tanks face as they get higher up in regards to threat generation. Too much avoidance so you're not taking damage and thus you can't do what you need to do.
Aigarius Jan 22nd 2008 5:42PM
The problem is not that it does not proc, the problem that it does proc and the boss has a chance to parry you attack and inflict extra damage *on you*! If this happens, for example, in the second phase of Prince, then your tank can easily get 12-15k damage in 1-2 seconds.
Aticus Jan 22nd 2008 9:57PM
Yes, I too must agree that Reckoning isn't as great as it seems. I don't want it to proc on a boss who can parry and dish out thousands of damage. Sure, it'll gain aggro faster but R.Fury helps with that. If my healers need to drain their mana at the beginning of the fight to heal me with their HL's and GH's, then you might as well stop there.
-Aticus, http://www.paladintales.blogspot.com
Rudolphe Jan 22nd 2008 5:21PM
I do agree with what he said about the additional swings being parried and cuasing unexpected spike damage. I would probably remove reckoning from any prot build i worked on just because of that.
jr Jan 22nd 2008 5:44PM
"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."
"it's not good to count on procs to build threat when tanking"
Redoubt is a must have and its a proc, but so too is reckoning, more threat is always a good thing. Also, alot of a pally's threat generation is passive so it seems to me you need every tool you can get to increase threat generation, if you don't have reckoning you are gimping yourself I think.
Adam Jan 22nd 2008 5:42PM
Another option for those last few points is imp judgment and imp seal of the crusader.
Adam Jan 22nd 2008 5:43PM
By the way, the build would then be the following...
http://www.wowhead.com/?talent=sZVGtI00dMgqtVfx
jr Jan 22nd 2008 5:47PM
http://www.wowhead.com/?talent=sZVhtIx0zggqtVbb
by the way my preferred build.
Lucas Jan 22nd 2008 5:49PM
I would take out blessing of kings, that point is better used somewhere else. Besides, in a raid atleast one pally healer will have it (God knows they always have enough extra talent points after getting the good stuff in holy)
Lucas Jan 22nd 2008 6:56PM
http://www.wowhead.com/?talent=sZVhtIx0zggqtVbb
The build Ive used. Almost purely damage reduction. It assumes that another paladin in your raid is going to have BoK and Imp devotion aura and that a balance druid will have Imp faery fire on the boss.
flatrabbit Jan 22nd 2008 6:10PM
Guardians Favor? Seriously? And no Anticipation? Thats free defense that you don't have to find elsewhere.
Really just drop The GF & the points from Vindication and put them in Anticipation. Other than that I can't argue with your choices. As soon as my Tankadin hits 70 I plan of dropping reckoning myself and putting those points elsewhere.
My Build should look similar to this one:
http://www.wowhead.com/?talent=sZVhtIx0dMgqtV0x0b
Calaana Jan 22nd 2008 6:22PM
I'm assuming this is a build pushed towards the raiding aspect, since you took reckoning out, which causes laughable spike damage in five mans, so I have to wonder why you didn't take Anticipation to help get to the 490 defense cap, max out parry for the same effect, or imp judgement for all that extra threat, and took vindication which any boss worth the title is immune to. I'd rather use something closer to http://www.wowhead.com/?talent=sZVrtIx0zMgqtVbxz which does include the uncrushable talents.