[EDITED] Patch 3.0.2 primer for Protection Paladins

We see a big change right away on the first tier with Blessing of Kings made accessible to all. It's not quite the baseline spell we've been asking for, but it's close. Some players can choose to pick up a scaled down version for less than five points, but since this is standard raid fare, we're throwing in 5 points here including Improved Blessing of Kings. We're also going to pick up Divine Strength on this tier, which was moved from the Holy tree. It's important to note that pretty much everything we use scales off attack power now, too, so more Strength means more pain. And more pain means more threat. Strength also contributes to block value, so we'll be looking to get Strength in our gear, too.
We're skipping Stoicism and Guardian's Favor, both more useful in PvP than actually tanking anything. Instead, we'll grab five points of Anticipation, which was moved up to tier two and reworked to confer Dodge. We're picking everything up on the third tier, like the nerfed Improved Righteous Fury. I say nerfed because the threat component was removed rolled into the base spell, so it doesn't feel like it's as valuable as the old version. Trust me, though -- you won't miss it. We'll also get Toughness, which was moved here in a swap with Anticipation. Toughness was buffed to reduce the duration of movement impairing effects, which is pretty cool.Improved Devotion Aura was moved down here from the first tier and buffed with an awesome healing bonus. This is a fantastic raid buff that pretty much seals the deal for Devotion Aura as the aura of choice for Protection. No more of that Retribution Aura nonsense. Leave that for those Retadins. Well, maybe sometimes. Improved Hammer of Justice and Divine Guardian? Skip them both. Most bosses are immune to stuns and you really don't need to take any more damage than you have to. Both are great for PvP, though, but we'll need all the points we can get deeper into the tree.
[EDIT: In two major 'doh' moments, I forgot why I pick up Divine Guardian for PvP in the first place... it absorbs all damage but I'm immune through it all. Ugh. At any rate, this isn't good for tanking but for those instances where we won't be tanking but instead help absorb raid damage. Still... save your points. The tree is bloated enough as it is. My second 'doh' moment was forgetting that Improved Hammer of Justice now interrupts spellcasting. That's pretty useful even if the mob is immune to a stun. That just might be worth the three points.]
I know, we wish Reckoning would actually work, but we'll skip it here just like we used to before the patch. It's unchanged, so it scales badly with gear -- the better your avoidance, the less it will proc -- and you don't want more chances for bosses to parry you. [EDIT: Soooo... apparently Reckoning was changed to proc off blocks, too. This makes it scale better. I guess you could put points into this now, but there's the added matter of bosses parrying you more and the resultant swing timer brouhaha. I'll leave that to you theorycrafters to figure out.]
Blessing of Sanctuary, also on the fifth tier, is the single most beautiful talent in the entire tree. No, really. It's so pretty that all your raid's tanks will beg you to put it on them. Now this, my friends, is a talent that scales with gear. Yes, it lost its damage component, but again... you won't miss it. You will cast it, you will take on many enemies, and you will go mad from the sheer joy it brings whenever it procs.
One-Handed Weapon Specialization was buffed to give 10% more damage from 5%. Remember when I said you'll be mostly generating threat from your DPS? Well here's your 10% added threat right here. You'll also want to pick up Sacred Duty because -- just in case you haven't heard -- it now includes Divine Protection, which is the Paladin version of Shield Wall. Does that rock? Yes, it does. The added Stamina will come in handy later on.
On to tier seven. Obviously we have to pick up Holy Shield, right? It's been buffed with more charges, more damage, and a lower cooldown. It was essential then, it's essential now. Notice how the added threat has been removed from the spell -- it's all rolled in, so don't worry about it. We'll get Ardent Defender, too. When a boss gets an unlucky crit, our healers are going to need all the help they can get.
The eighth tier will give us Combat Expertise. We want this. It's also been buffed to grant crit in addition to the 6% Stamina (down from 10% before the patch). The crit seems to only work for melee hits -- I can't confirm this but we're really after the expertise and the Stamina, anyway. The crit is a merely a bonus for our threat. Redoubt from the first tier was moved deep here and now grants a base 30% additional chance to block block value (damn, I'm an idiot, I always get that mixed up). We want this, too, for obvious reasons. That's six points spent on tier eight.
On the ninth tier we've got Guarded by the Light, which reduces the mana cost of our key tanking spells. That's cool and all, but the 6% spell damage reduction is what really seals the deal. We can block, parry, or dodge pretty much anything... except spells. This talent gives some added mitigation against one of our primary weaknesses. Speaking of weaknesses, we'll also need to pick up Avenger's Shield, which is pretty much the only ranged pulling ability we've got. It's been buffed to be instant cast, deal more damage, and its daze effect extended to 10 seconds. We like the instant cast and higher damage, but the slow is just too much icing on the cake. One of the worst parts about pulling with Avenger's Shield is the wait between the pull and the mob finally getting to you. Good thing a lot of bosses are immune to daze mechanics.
Also on the ninth tier is Touched by the Light, which converts our Stamina to spell power. We can stop rolling on all those Mage swords now. With this talent alone, everything changes, as we'll be looking to share gear with Protection Warriors and benefit from the same mitigation and the same Stamina without our threat -- which is based off spell power -- taking a hit. It also has a healing bonus component which is really just gravy.
By now, most readers who've read my posts have seen me proselytize about Judgements. Protection Paladins have never had a problem inserting it into the spell rotation, but Judgements of the Just on tier ten makes it all the more sweet. Judging to take less hits? Yes please. Shield of the Templar is great and all, but really, we'll skip it. By now you should already be feeling the bloat, and we'll need to set aside five points for Deflection on the Retribution tree.
Finally we have Hammer of the Righteous. When Blizzard promised that tanking would be more fun, their idea of fun translated to offensive abilities that tanks could throw into their usual gimmicks. This is our fun ability and I love it because it doesn't base its damage off weapon damage like most melee abilities -- it relies on a weapon's DPS. This means that we can pick up extremely fast hammers or swords (or axes, if you're into those things) with low top-end damage as long as the DPS is high. Long discussion short: this ability rules. Get it, have fun, and feel the sheer joy of being a Paladin tank in the wonderful world of Patch 3.0.2.
Filed under: Paladin, Patches, Analysis / Opinion, Guides, Talents, Wrath of the Lich King






Reader Comments (Page 1 of 5)
Thelmarion Oct 16th 2008 7:39PM
Righteous Fury didn't get nerfed, the extra threat was added into the baseline spell.
CursedSeishi Oct 16th 2008 8:45PM
beat me to it Thelm lol
Second I saw that i went "no... >
Sinaura Oct 17th 2008 3:06AM
I'm honestly curious if the Paladin columnist knows anything of the Protection Paladin. I need to stop reading his posts, but it's like a car wreck... You just can't help but look..
Fridmarr Oct 16th 2008 10:26PM
Well he's talking specifically about this latest patch, which implies level 70. Not only is there no need to grab shield of the templar, since the main skill it buffs isn't available yet, and the damage reduction hasn't been added yet, frankly there's no points for it.
There are some small errors if you wanted to nitpick, like the RF comment, though he did caveat that, but his spec is really just fine. It's the only article I've seen written here about prot pallys that I've found to be reasonably accurate.
Heilig Oct 17th 2008 12:34AM
"Not only is there no need to grab shield of the templar, since the main skill it buffs isn't available yet, and the damage reduction hasn't been added yet, frankly there's no points for it."
A) It buffs holy shield and our now instacast Ashield, for huge frontloaded threat. Just because Shield of Righteousness isn't in yet does not make it worthless.
B) Take the points out of kings. The ENTIRE reason it is now available for 5 points instead of 11 is so holy and ret could take it without going too deep. let them. Kings isn't our bag anymore. Sanc is.
aiglos Oct 17th 2008 7:27AM
Heilig,
Go on somewhere.
Read the entire post before you open your mouth and insert your foot. Hammer of the Righteous DOES have a better coefficient. And with a high DPS weapon, it does (or should) receive priority in your rotation -- right behind Holy Shield post pull...BUT...
Oh, screw it -- if you don't believe me then believe the bible. Get on over to Maintankadin -- the math is done. In pulls of 4 plus mobs, which I ALREADY discussed, spellpower is STILL king. And on pulls of less than 4 (a high DPS weapon with HotR as initial threat post HS) wins.
The gap still is not what it's made out to be. Tankadins who keep their spell damage weapons will be just fine in the threat arena. Their threat generation is still, in many cases, going to be massively improved TPS-wise.
Scaling is another matter...
I'll have to wait to see how we scale in WotLK as I have yet to check the gear arc to see what will benefit us most and how itemization will impact our ability to even consider spellpower weapons.
The points is, we're still mainly AoE tanks -- we still excel in that area, but our single target threat HAS been massively improved.
Read a bit more carefully next time, eh?
thegreatheed Oct 17th 2008 1:34PM
Turning on Righteous Fury also activates an additional 1.43 threat modifier, same as bear form or defensive stance. This is the compensation for removing blessing of salvation from the game. It ends up exactly equal if dps would have a .7 threat modifier, in terms of relative threat production.
So the spell now includes, without any points in it, 1.9 for holy and 1.43 for everything. But skipping it is out of the question. It is one of the best damage reduction talents in the entire tree.
Heilig Oct 17th 2008 2:55PM
"The points is, we're still mainly AoE tanks -- we still excel in that area, but our single target threat HAS been massively improved.
Read a bit more carefully next time, eh?"
I would advise you to read more carefully as well. Except maybe read Omen instead of some theorycrafters theories. We are NOT MAINLY AoE tanks. We are tanks. Just like warriors and bears are tanks. Warriors and bears can match us for threat on AoE pulls. We can match them on Single Target pulls.
Last night our warrior AoE pulled the entire first pull in SWP, no CC, and didn't lose a mob. And I put up 3500 TPS on Brutallus. Our niches are gone. Nobody in endgame stuff is single tanking groups except as a gimmick. The "AoE tank" nonsense is dead. Welcome to 3.0, where tanks wear tank gear and stack strength, and the spellpower you get from stamina is just there so stamina is more useful than just as a survival mechanic.
FYI, 1200 AP and 400 spellpower yields 1200 Hammer of the Righteous hits and 200 consecrate ticks with Brutalizer. Swapping for my lollipop (1200 AP and 600+ spellpower) yields 220 consecrate ticks and 700 Hammer of the Righteous hits. So even if you have 6 mobs and have to tab Hammer of the Righteous onto all 6, you still get more threat on that pull with the Brutalizer than you do with a lollipop. At 80, when you can get 500+ spellpower weapons, it may change a bit on HUGE AoE pulls, but HotR is king now. Try actually tanking instead of theorycrafting before getting on your high horse.
Poontang Oct 16th 2008 8:50PM
You were going so well until you suggested not taking Shield of the Templar... This is a 'must have' ability for raiding tankadins.
aiglos Oct 17th 2008 3:01AM
Not even close to being "necessary" as a level 70 talent -- not until 3% damage reduction goes live either with WotLK or shortly after. In fact, it's probably the least necessary of ANY PvE oriented talent in the tree at this point.
Poontang Oct 16th 2008 9:04PM
So aiglos, you don't want more threat??
Interesting
aiglos Oct 16th 2008 9:12PM
At this point, sitting at over 700 spell damage without any buffs up, no food eaten, and no wizard oil on my gavel -- no, not really.
Threat is the least of our worries at this point. I was parsing last night -- consistently hitting 2k plus on five mob pulls.
4 mob pulls or lower, it's going to be a tougher call between staying with a spellpower weapon or opting out for a high DPS "real" tank weapon -- like Sun Eater or King's Defender -- which I must have seen about 1000 tankadins on my server running around with today because they don't understand that point-for-point spell power still wins the threat war...
Oh well, let them do as they will.
Single targets, warrior weapons WILL be king once you hit a certain gear level.
The point, however, is that SotT is hardly a "necessary" talent for ANY tankadin right now. It's greatest appeal has to do with its possibility to receive damage reduction anyway.
Our out-of-the-gate threat generation remains immense. And Hammer of the Righteous makes our ability to generate massive, almost instantaneous, threat even more impressive.
At 70 -- it remains lackluster.
Poontang Oct 16th 2008 9:23PM
Yes, fair points.. however
1) Those "1000 tankadins" with Kings defender or the Mallet probably need it to make up for the defense loss we experienced. 700 Spell damage with your gavel is nice, but if they're not uncrittable, that's got to be a higher priority for them
2) "At 70 it's lackluster" I don't think many people are planning on being 70 for much longer.
Heilig Oct 17th 2008 12:37AM
"At this point, sitting at over 700 spell damage without any buffs up, no food eaten, and no wizard oil on my gavel -- no, not really."
You lost your credibility with this. Hammer of the Righteous does way more threat with a Brutalizer or Rising Tide, more than enough to offset any loss of spellpower. In case you haven't noticed, spellpower isn't really our thing anymore. It's about AP and DPS weapons now. Prot pallies using Gavels or lollipops are doing it wrong. The ONLY exception to this is on massive AoE pulls where you can't get Ashield and HotR to hit them all, which is very few in end-game raiding.
aiglos Oct 17th 2008 7:15AM
Poontang,
Fair points on your end, too -- the huge run on Enduring Talasite and Dawnstone seems to have been initiated by the Tankadin community, eh? Enduring Talasite (TALASITE, mind you) was going for upwards of 40g on our server yesterday -- the talasite was cheap, but the cuts were astronomically expensive the whole day.
And my guess is that you're right, but I also saw numerous folks who I know had been using the gavel dropping it -- for a "tank" weapon. I guess they don't understand the resilience conversions. I'm sitting at 479 defense and I'm still uncrittable; although, admittedly, I may switch a gem out somewhere to give myself more leighway -- something very psychologically pleasing about seeing a flat number that means something CANNOT happen to you. *grin*
It just seems like so much of our brethren have been experiencing these knee-jerk reactions. For example, with Imp HoJ -- I see people, even on revered forums like Maintankadin, saying you MUST take it. That's just hogwash. Yeah, the spell interrupt is nice. But there is an infinitely good chance that in a raid setting you'll have MORE THAN ENOUGH Interrupts already. Can you really warrant taking the talent then for anything other than PvP?
And SotT remains lackluster, at least in my opinion, until SotR becomes available. Then it does become, absolutely, a complete necessity.
But for the forseeable future, nah. We don't need any more frontloaded threat because our up front threat, and the beginning of our rotation locks down everything just fine.
I don't know about everyone else, but in lots of cases, my TPS cycle has nearly doubled -- more in some cases. I was breaking 2.5k in Kara last night. I can only imagine what folks where in full T6 with 800+ spell damage pre-patch are experiencing. We were hearing crazy things in trade last night -- speed runs on everything -- EVERYTHING. Archimonde-down-in-under-three-minutes kind of speed.
So it seems like, for a little while anyway, EVERYONE is OP. *grin*
Angus Oct 17th 2008 8:11AM
The reason you see so many tankadins with King's Defender isn't because they don't understand threat. It's because they want to be at 490 Defense.
The gavel is nice, but it's hammer damage is iffy and the threat it makes up for with spellpower isn't worth the threat you lose with a better DPS weapon + the mitigation the other weapons bring to boss fights.
You can argue that shield is not necessary because of our massive threat. But it is better than the expensive thunderclap talent that I can survive without anyway.
I dropped kings, went 51 into prot, took deflection and seals of the pure. Yes, I don't need that much threat, but I like killing things by myself too and when the tankadin starts showing up in the top 2 in DPS during 5 mans I giggle a little.
infection Oct 17th 2008 11:16AM
same here.
let the holy's cast kings.
went for seal of pure and the deflection
are you guys spamming judgement's?
trying to make sense of judgment of the just
A) will it work on boss's? since most are immune to these types of effects.
B) do you even need it on trash
seems like that 2 points could go somewhere else since our seals last 2 minutes now.
someone help me out on that move
CursedSeishi Oct 16th 2008 8:53PM
Also, just saying this but two things.
1) Retribution aura is still viable, it scales with attack and spell power from what I've seen, so it is still a useful ability for AoE tanking, though the imp. Dev could be more useful for single mob/Boss targets.
and
2) Reckoning procs off of blocking or being hit. Since, from what I've seen, block rating is still a big plus for Tankadins, that means reckoning is still useful. As you said more pain = more threat, and with the reworking of seals, extra procs from those extra attacks (and the extra white damage) means even more threat.
CursedSeishi Oct 17th 2008 2:49AM
And you are wrong about Redoubt, its always been +30% to block, now it adds block value too though, that was the big change.
Silly pvp pallies...
frobishlumpkin Oct 17th 2008 4:22PM
Ret aura may be usable but if you have a retadin with you, their ret aura is a thousand times better (2% of ALL damage increased, 50% more from the aura itself and 3% haste rating)