Wrath Beta patch notes: Paladin part IV - the Protection tree

What about Paladin tanking? The Protection tree in its current state is designed for AoE tanking, which Blizzard acknowledges to be the Paladin tank's niche. But where Paladin tanks shine with trash mobs and situational bosses, the reactive tanking mechanic is only moderately successful with single targets, particularly bosses with slow attacks or do not rely purely on Physical attacks (thus not activating a block). That said, Paladin tanks can frontload massive threat, scale well against multiple mobs, and are the darlings of 5-man content.
New talents
Therein lies the problem, actually. Many Tankadins feel that Paladin tanking loses its relevance in endgame raids, where bosses are designed to be tanked by Warriors or even Druids. Paladins also suffer from a few issues such as lower health totals (partially addressed with the change to Combat Expertise in Patch 2.3 EDIT: The change actually put Paladin Stamina up to par, if not above Warrior Stamina, thanks to 16% scaling. Thanks to all who pointed this out.), susceptibility to silence, and mana -- the blue Rage bar -- dependency (a silenced or mana-less Tankadin generates no threat). Blizzard's new talents in Wrath are as follows:
Divine Guardian
Requires 15 points in Protection
While Divine Shield is active 15/30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin.
It took me quite a while to wrap my head around this talent. At first glance it seems to be counterintuitive because a bubbled Tankadin means she isn't tanking and that the raid or party is probably dying. But the ability should actually be taken in the context of a buff to Divine Shield, rather than a strict tanking talent. In this light, it makes more sense and actually becomes an overwhelmingly powerful ability. It is low enough in the Protection tree that Retadins and Holydins can pick it up as a complement to full Retribution or Holy.
Imagine several Paladins with this talent in a raid popping the ability during an encounter with massive AoE damage. 30% is a huge damage soak, and if the ability stacks -- even multiplicatively -- that means a huge damage reduction to the entire raid. Heck, even if it didn't stack it still gives excellent raidwide mitigation. It can potentially be used by Tankadins in situations where a boss wipes aggro and damage is dealt to the raid, such as Illidan's flight phase. A Paladin main tanking Illidan does nothing during Phase 2, an ideal time to pop a Divine Guardian-infused Divine Shield.
Where this ability truly shines, however, is in PvP. In an Arena match, a Holy Paladin with Divine Guardian can bubble and heal while mitigating damage at the same time. Combined with the reworked Hand of Sacrifice, Divine Guardian can provide insane mitigation for affected targets. Because Paladins will invariably use Divine Shield in an Arena match, anyway, this talent is a powerful buff that contributes to the team's survivability.
Touched by the Light
Requires 40 points in Protection
Increases your spell power by an amount equal to 10/20/30% of your Stamina and increases the amount healed by your critical heals by 10/20/30%.
Found deep into the Protection tree, this talent adds a considerable amount of spell power and has an unexpected healing bonus. The spell power bonus seems intended for threat generation and DPS, but the bonus to critical heals is a puzzling addition because Paladins speccing deeply into Protection are unlikely to be healing... unless that's exactly what Blizzard plans them to do.
With the change in Righteous Fury, and overall improvements to Holy and Retribution, the doors have been opened for off-spec tanking. At least with regards to threat generation. Touched by the Light seems to return the favor by giving Protection Paladins enough of a healing bonus to off-heal or even heal for 5-man content. EDIT: Readers correctly pointed out that given the new itemization, Tankadins can foreseeably forego spell power plate and stack on Stamina in order to pad spell power. With Protection Pallies sharing Warrior (and Death Knight) plate, this talent becomes essential to obtaining the necessary spell power for tanking.
Guarded by the Light
Requires 40 points in Protection
Whenever you parry or dodge an attack you have a 10/20% chance to reduce the mana cost of your next Consecration, Holy Wrath or Avenger's Shield spell by 25/50%.
This talent addresses mana management somewhat by reducing the cost of tanking staple spells, particularly Consecration. Considering that the buff can proc off two conditions -- parries and dodges, there's a good chance that the buff will be constantly up, specially when tanking multiple mobs. The buff lasts 30 seconds, which is a considerable time to allow for another proc. Avenger's Shield was also buffed in Wrath, with a shorter 0.5 second casting time that conceivably allows it to be used several times while tanking. The reduced cost seems to encourage exactly that.
The talent continues to reinforce what seems to be Blizzard's philosophy with Paladin tanking -- it's reactive. The proc occurs off an enemy action. If a Tankadin isn't being attacked, Guarded by the Light will never proc. On the other hand, the talent scales massively with the number of mobs a Paladin takes on. Note that the cost reduction applies to AoE spells, encouraging a DPS increase. If anything, this talent is very consistent with the Tankadin's current niche. EDIT: BigFire points out that Guarded by the Light helps Tankadins manage instances they're overgeared for. Since mobs in these instances will likely miss and their strikes dodged, Paladins will still be able to maintain damage or threat throughput. Thanks for the insight, BigFire!
Shield of the Templar
Requires 45 points in Protection
Increases the damage and reduces the mana cost of your Holy Shield, Avenger's Shield and Shield of Righteousness spells by 5/10/15%.
This three point talent further addresses mana management indirectly by reducing ability costs. Shield of the Templar in conjunction with Guarded by the Light both call for the use of Avenger's Shield as part of a Paladin's spell cycle. I'm going to take a moment and mention the new Level 75 ability Shield of Righteousness, which is sort of like the Paladin's version of Shield Slam. While not strictly for Tankadins since it's a baseline ability, the spell exemplifies Blizzard's direction of granting tanks more DPS. With a high block rating value -- a stat which Tankadins stack -- this ability can inflict a great deal of pure Holy damage, and consequently generate massive threat.
Judgements of the Just
Requires 45 points in Protection
Your Judgement spells also reduce the melee attack speed of the target by 10/20%.
Here's another talent that seems rather counterintuitive to me because Paladin tanking scales well against an opponent hitting fast. On the other hand, this is the much-needed Thunder Clap for Tankadins, albeit exceedingly expensive requiring 45 points and only affecting melee attack speed. It seems like an underwhelming talent at this point, but considering it is a buff to Judgements, it's a sustainable debuff at no additional cost. EDIT: Most of the Tankadins commented that this is the most powerful talent for mitigation, specially against bosses that hit hard. I can't believe I didn't see that right off, so it's a really bad call on my part. If bosses aren't immune to this debuff, this is a big deal. Thanks to Mike and others!
Hammer of the Righteous
Requires 50 points in Protection
Hammer the current target and up to 2 additional nearby targets, causing 100% of weapon damage as Holy damage. This ability causes high threat.
Considering all the talents and abilities that contribute to the tanking Paladin's DPS and threat-generation, it would appear that it would be almost impossible to lose aggro. Hammer of the Righteous is yet another multi-target DPS ability that generates threat. With current itemization, the fast spell damage weapons that Tankadins wield doesn't seem to work well with the talent. But with a 6 second cooldown and a cheap cost, it definitely fits right into a Protection Paladin's spell cycle.

An unchanged Redoubt has been moved to the second tier, and Improved Devotion Aura has been reworked and moved up to the fourth tier. Someone at Blizzard must be in love with the old Improved Sanctity Aura, because the healing bonus has returned in Wrath, this time applied to Devotion Aura. The moved talents make room on the first tier for a buffed Divine Strength (increases Strength by 15%, up from 10%), which was moved from the Holy tree. A reworked Anticipation, now conferring up to 5% Dodge rather than points in Defense, was moved from the third tier to the first tier.
Where did Precision go? Good question. I have no idea. It isn't on any patch notes, and it doesn't appear to have been moved anywhere, either. In its place, the fourth tier Stoicism was moved and reworked to become a three point talent (up from two) and grants a higher chance to resist stun effects (30% up from 20%). One curious change from the patch notes indicates that it now reduces the chance that spells will be resisted rather than provide dispel protection. In some ways, the change makes up for the loss of Precision, but at the same time makes Stoicism less useful for PvP, where dispel protection is invaluable. It is low enough in the Protection tree to be a complementary talent.
An unchanged Toughness was moved from the second tier to the third tier, in place of Anticipation. It's an effective nerf because it's relatively more expensive now (by five talent points), although it is on the same tier as the Warrior version. It's interesting to note that Death Knights get Toughness on the second tier, but gain a 15% armor bonus rather than the standard 10%. Lastly, Improved Concentration Aura was moved to the Holy tree, replaced by Divine Guardian.
Final thoughts
The new Protection talents and abilities glaringly lack an important aspect of tanking -- mitigation. There are a plethora of threat-generating and DPS abilities, as well as a few mana conservation talents, but nothing in the new spells indicate a way to mitigate damage. There's the reworked Anticipation, of course, and it is interesting to note that Protection is diversifying from pure block, granting benefits to dodges and parries. Overall, it's difficult to ascertain how well these talents will work because Blizzard is completely revising tanking in Wrath of the Lich King. Until more details about tanking are revealed, I can't say whether or not the lack of mitigation spells actually matters.
It's also notable how all three Paladin trees now generate some respectable DPS -- Holy Paladins can shock and judge from a distance, while Protection Paladins get a faster cast Avenger's Shield and the Hammer of the Righteous. Both shield-using specs can also include Shield of Righteousness into the mix. It looks very, very interesting and Protection can even heal decently with some talents.
Paladins are still susceptible to silence. Unlike Retribution's Crusader Strike, which is in the Physical school, Hammer of the Righteous, Shield of Righteousness, and Avenger's Shield are all Holy. This means a silence effect effectively locks Protection out from DPS and threat generation. Mana management has been addressed in a sideways fashion, but I'm looking forward to more changes in the future that will hopefully answer this concern.
<-- Wrath Beta patch notes: Paladin part III - the Holy tree
Filed under: Paladin, Analysis / Opinion, Blizzard, Wrath of the Lich King






Reader Comments (Page 1 of 3)
my2cents Jul 19th 2008 4:21PM
I might just be crazy (or maybe the devs at blizzard are), but a lot of these new talents seem to be aimed at providing prot pallies pvp viability in addition to tanking. Yeah, I know. At the moment the idea of a full prot pally in arena sounds ridiculous, but could that be the move blizzard is attempting make with these talents?
Adorenko Jul 20th 2008 2:10AM
Its not entirely crazy, at least by me. I have a prot pally now at 70 that I run through BG and I do alright. WSG is though sometimes bc of my slow speed but I can tank a flag back pretty easy if I dont have a lock or shadow preist on my ass. EoS is probably the best BG for the prot pally in my opinion.
Reinard Jul 19th 2008 4:33PM
What I'm curious about, is what aura we'll be using in Wrath. They seem to be trying to push Ret Aura onto--GASP--Ret paladins more, and considering bosses can't crush anymore, we'll need all the armor we can get, no? I really hope that, if that is the case, they give Devotion Aura a hella buff and make it more scalable than the current flat armor increase. Either way, I ain't taking off Ret Aura unless I need to.
Shield of Righteousness looks very, very sexy, by the way.
I imagine we'll be able to stay away from the caster weapons as tanking weapons, now that we'll be getting spellpower from stamina--the best change, in my opinion. So, Hammer of the Righteous and Divine Strength might actually turn out to be pretty good talents. I'm excited to see where this goes.
And as a final note, Death Knights get more armor out of Toughness because they don't use shields :P Durrr.
Sean Jul 19th 2008 4:37PM
Um, I dunno what talent calculator you are looking at, but Stoicism still says it increases dispel protection by 10/20/30% on MMO-Champion's talent calc.
Reinard Jul 19th 2008 4:40PM
"One curious change from the PATCH NOTES INDICATE that it now reduces the chance that spells will be resisted rather than provide dispel protection"
Elyx Jul 19th 2008 4:44PM
ya know, The way things seem to be going, i honestly don't think blizz is going to really vamp up pally mitigation like many pallys would want. And possibly for good reason. Think about it.
Pallys already have better up front threat generation...
Pallys already have more a more scalable threat source...
Pallys are already the kings of aoe threat...
I know many Pallys say " i dont necessarily want to beat warriors at end game tanking, i just want to be a competitive option"
Understandable, i hope they do it too, but providing extra mitigation to the point where your comparable with warriors, and that will pretty much eliminate them out of the picture. thats what they are supposed to be, the kings of mitigation. The day that blizz gives warroirs an aoe threat generator on the level of pallys, that will be the day they get mitigation on teh level of warriors.
and of course i'm sure every pally out there would be more then happy to give up their title as well, correct?
....right??
Im sure there's plenty of arguments out there as the unfairness of the fact that pallys aren't chosen fo rteh big boss fights, but let me tell you...when my palyl hit 70 my warriors stopped being asked to tank instances. the only time she comes out really is when there no pallys to tank, or theres a hard hitting boss to deal with.
I liek my pally, as much as i like my warrior. perhaps the fact that i play both gives me a different insight, but i repeat my previous statement...
...the day pallys are willing to give warriors an aoe ability at the same level as theirs is the day i think pallys should get mitigation at the same level as warriors...sounds fair to me....
Schadow Jul 19th 2008 5:46PM
Maybe for a while we should trade. Warriors can be the uber trash tanks, but get pushed aside for Paladins tanking the bosses. That would be cool with warriors - they can catch up on e-mail and such while the real tanks engage the boss. No problem at all there...
.... right??
I'm fine with different tanks having different roles in a raid, provided each in fact HAS a role on a boss.
If that means your 25-man raid MUST include one of each tank, then great. Awesome, in fact, because they will all have a place of importance in the raid. But when you consider that all of these 25-man encounters also have to scale back to 10-man encounters, do you really want 4 of your 10-man raid to be tanks? I didn't think so. So that approach will probably not happen.
I imagine it'll be much like Zul Aman is now, where the Paladin tank rocks at controlling trash, but as soon as you get to bosses you better have someone that can mitigate, and the Hex Lord fight really is easier if you leave the pally out altogether.
Calaana Jul 19th 2008 9:52PM
I agree with you Elyx - I want to be a viable choice for tanking, but I don't want to push warriors of the table either. I'm cool with having less mitigation than them - to a degree, it works for the classes reactive threat building - but at the same time, I don't want to be pushed out of the ring by not being able to tank something, but I'm cool with it being a harder job.
Afterall, our warrior brothers have a heck of a time tanking aoe, where we have it easy - why shouldn't we have to work harder to get the migitation that makes up their class?
Elyx Jul 19th 2008 4:45PM
ya know, The way things seem to be going, i honestly don't think blizz is going to really vamp up pally mitigation like many pallys would want. And possibly for good reason. Think about it.
Pallys already have better up front threat generation...
Pallys already have more a more scalable threat source...
Pallys are already the kings of aoe threat...
I know many Pallys say " i dont necessarily want to beat warriors at end game tanking, i just want to be a competitive option"
Understandable, i hope they do it too, but providing extra mitigation to the point where your comparable with warriors, and that will pretty much eliminate them out of the picture. thats what they are supposed to be, the kings of mitigation. The day that blizz gives warroirs an aoe threat generator on the level of pallys, that will be the day they get mitigation on teh level of warriors.
and of course i'm sure every pally out there would be more then happy to give up their title as well, correct?
....right??
Im sure there's plenty of arguments out there as the unfairness of the fact that pallys aren't chosen fo rteh big boss fights, but let me tell you...when my palyl hit 70 my warriors stopped being asked to tank instances. the only time she comes out really is when there no pallys to tank, or theres a hard hitting boss to deal with.
I liek my pally, as much as i like my warrior. perhaps the fact that i play both gives me a different insight, but i repeat my previous statement...
...the day pallys are willing to give warriors an aoe ability at the same level as theirs is the day i think pallys should get mitigation at the same level as warriors...sounds fair to me....
Saeverud Jul 19th 2008 4:49PM
The lack of mitigation is what differs paladins from warriors. Warriors are the kings of mitigation so I wasn't really expecting a whole lot in that department. And while not being actual mitigation slowing attack speed down is a huge damage reduction, and increasing healing done to ourselves is kind of like the opposite of mitigation.
Sha Jul 19th 2008 4:48PM
Another notable change that could affect tankadins is actually in the ret tree. The Seal of Command (http://wotlk.wowhead.com/?spell=20375) has been moved down in the tree so that tankadins can actually grab it if they want to after they pick up 5 point parry. This judgement is a good way to get that extra threat in if they want it.
Reinard Jul 19th 2008 4:53PM
Uhhhhh...it hasn't been moved at all. And it wouldn't be much better threat gen than what we already have, anyway o-O
Nizari Jul 19th 2008 6:05PM
Prot pallies use caster damage weapons, so a protadin using a seal that deals 29 base magic damage per hit is not going generate a lot of threat.
Elyx Jul 19th 2008 6:02PM
ya know, The way things seem to be going, i honestly don't think blizz is going to really vamp up pally mitigation like many pallys would want. And possibly for good reason. Think about it.
Pallys already have better up front threat generation...
Pallys already have more a more scalable threat source...
Pallys are already the kings of aoe threat...
I know many Pallys say " i dont necessarily want to beat warriors at end game tanking, i just want to be a competitive option"
Understandable, i hope they do it too, but providing extra mitigation to the point where your comparable with warriors, and that will pretty much eliminate them out of the picture. thats what they are supposed to be, the kings of mitigation. The day that blizz gives warroirs an aoe threat generator on the level of pallys, that will be the day they get mitigation on teh level of warriors.
and of course i'm sure every pally out there would be more then happy to give up their title as well, correct?
....right??
Im sure there's plenty of arguments out there as the unfairness of the fact that pallys aren't chosen fo rteh big boss fights, but let me tell you...when my palyl hit 70 my warriors stopped being asked to tank instances. the only time she comes out really is when there no pallys to tank, or theres a hard hitting boss to deal with.
I liek my pally, as much as i like my warrior. perhaps the fact that i play both gives me a different insight, but i repeat my previous statement...
...the day pallys are willing to give warriors an aoe ability at the same level as theirs is the day i think pallys should get mitigation at the same level as warriors...sounds fair to me....
Elyx Jul 19th 2008 4:49PM
sry bout the triple posts...i relaly hate the way this forums does this... :P
BigFire Jul 19th 2008 5:07PM
A couple of corrections to the article:
1. Thank to the 2 stamina talents, Protection Paladin now has more stamina than protection warrior, stamina gun included.
2. Touched by Light is NOT use for healing. It'll be an essential tanking talent, since Blizzard have stated that they like to make 1 sets of tanking gear instead of the 3 (death knight, warrior, paladin). That means no more spell damage on tanking plate. With that in mind, Paladin need another source for spell power to generate threat, and this is it. All defense gear have at least one thing in common, stamina, so indirectly, this talent allows Protection Paladin to collect the common protection plate.
3. Guarded by the Light is actually Protection Paladin's version of the warrior talent to deal with over geared instance. When a tank overgeared an encounter, they will not be hit enough to generate rage/mana. This takes care of that.
BigFire Jul 19th 2008 5:10PM
Seal of Command remain where it has always been, 11 point Retribution. No protection paladin will ever use that for threat generation when you can use Seal of Righteousness and now with the new mechanic of Seal of Vengeance/Corruption.
Ben Jul 19th 2008 5:22PM
I don't know if you play a Tankadin, one way or the other, but you've missed some of the more important aspects of these changes.
Tankadins are no longer stuck splitting their gear between mutually exclusive mitigation and threat stats. They currently have more return from Stamina than any other plate tank through talent based multipliers (6% and 10%). Now that stamina provides their base threat stat. Factor in the damage multipliers now available and a Tankadin has no need to gear for threat. It's effectively a threat AND mitigation boost in that Tankadins can gear exclusively around mitigation (emphasizing Stam).
Consider: per 1k stam on gear a Tankadin gets 1166 actual stam and just shy of 350 spellpower. For a Tankadin just getting into raiding, that nearly triples their spellpower.
Balancing pure mitigation, the avoidance stats to retain Uncrushable status, and stacking enough spellpower to generate sufficient threat made Tankadins the most difficult tank class to gear. There's a standing joke that the tools of the warrior are their shield and weapon, the gears of the paladin are their shield and sliderule. The removal of Crushes and spellpower from Stam resolve the biggest problems that Tankadins had to deal with (and no shortage of agony over having to pass up "upgrades" that would throw their delicate stat balance out of whack).
One of the interesting upshots of this is that they no longer HAVE to use spelldamage weapons and given the other changes present are no longer married to a fast swing timer. They don't require a steady stream of rage, weapon swings account for a lower percentage of their threat than any other tank, so there's little reason to NOT use a high DPS, relatively slow weapon.
The main factor limiting their weapon selection (the need for their weapon to account for most of their spellpower) has been eliminated, an incentive been added to use something like a 2.4 high DPS weapon with a bit of crit on it (since there are several new abilities in their rotation that can crit, and spell crit and melee crit have been merged).
Depending on whether Blizz has made further changes to the mob combat table beyond removing crushes (parry?), we may even see Reckoning returning to favor.
Fantus Jul 19th 2008 5:27PM
Touch of the Light is a very interesting talent if you look at it from this point of view.
Paladins will be able to equiped more stamnia plate items which include warrior gear and weapons which are more defensive base instead of a mix of tanking gear and spell damage gear.
We can then just equip one key stat, stamnia. Paladins are currently using caster weapons too boost spell damage. Well with the stamnia = 30% spell damage of your total stamnia is will equal to the same amount.
Meaning Paladin can equip strong 1 handed white damage hitting weapons / tanking weapons with extra bonuses.
This means Hammer of the Righteous will actully be more powerful with a tanking weapon instead of a caster weapon.
Ravenblight Jul 19th 2008 5:50PM
The Stamina to Spell Dmg is going to be very good but... i dont see 30% stam balancing out the spell dmg lost from a casterweapon if you choose a more tank style weapon.
Though alot of itemization is changing In wrath so we will have to wait and see how that works out