The Light and How to Swing It: The Tankadin for Dummies Again
Where were we? Ah, yes, tanking. Last time, we took a look at some basics of Paladin tanking, namely a few things about survivability. That's just the tip of the iceberg. When I said tanking was the most technical play style in the game, it's because tanks have to look at more factors and study more things than healers or DPS. Aside from working towards important gear requirements, a tank more than any other player must understand how a fight works. While many encounters are survivable with a few DPS not knowing too much about the fight ("get out of the void zones!"), a tank who doesn't know anything about a boss is likely to wipe the group or raid.
In many ways, a tank is the most important member of a team. The cornerstone, so to speak. Because even though healers are indispensable, there's never really a 'Main Healer' position the way there is a 'Main Tank'. That's why a tank's responsibility goes above and beyond what players in other roles have. We've already examined for a bit how to build up your survivability. Today we'll look at three things: generating threat and the tank spell rotation.
One of the most important aspects of tanking is generating threat. This means you want the full attention of the big bad bosses so that they'll be hitting you instead of your friends. Some of the worst situations in a raid or dungeon come from the tank losing threat, so the boss or mob goes after someone else and causes a chain reaction of grisly deaths. You can call it the 'DPS pulling aggro', but the bottom line is that a tank's threat generation is what defines a group's strength -- the more threat you can generate, the more your DPS can go all out.
Threat and threat generation
What is threat? Most players should be familiar with this concept already. It's the measure of a mob's aggression, or aggro, towards a player. Every NPC has a threat list, and the person on top of that list gets beaten by the angry stick. That's about the basic thing. It's the tank's job for the most part to stay on top of that list. You can read more about threat and monster aggro in this Tank Talk article by Michael Gray.
Alright. So what tools does a Paladin tank have to generate aggro? Quite a few things, from the baseline Consecration, the various Seals (we'll get to those in a moment), Judgements, and introduced in Wrath of the Lich King, the Shield of Righteousness. Then there are Protection talents, the aptly named comic book-inspired Avenger's Shield, the 51-point Hammer of the Righteous, and the reactive Holy Shield.
Oh, and before anything else, you have to have Righteous Fury up. This buff increases the threat of your Holy spells -- which is pretty much everything you'll dish out -- by 90%. Many raids and parties have wiped because the tank has forgotten to throw up Righteous Fury. Don't be part of that errant crowd. On to the abilities.
Consecration is an AoE spell and one of the more familiar tools for Paladin tanks. It stays on the ground for 8 seconds, so dragging mobs over the Consecrated spot will cause the mobs to aggro you. The Wrath versions of the spell scale extremely well with both Spell Power and Attack Power, which means it generates respectable damage and consequently, respectable threat. The only drawbacks are that it breaks crowd control and it starts off pretty slowly.
Paladin tanks have a variety of seals to choose from, but Seal of Vengeance / Corruption is generally considered to be the best for tanking because it deals more damage (hence more threat) than Seal of Righteousness at full stacks. It also has a DoT component which lasts for 15 seconds and is refreshed with melee hits. DoTs stay on mobs, so they help keep you generating threat in cases where bosses wipe threat, and minimizes threat loss in case your attacks are avoided in some fashion.
On the other hand, the former tanking seal, Seal of Righteousness, frontloads more threat without requiring you to build up to a full stack. You can use this on trash with low life, or start off a pull to generate as much threat as possible then quickly switch to Seal of Vengeance or Corruption. Other seals simply aren't ideal for tanking, although Seal of Blood / of the Martyr generates recoil damage which can situationally help generate mana through Spiritual Attunement, soon to become a Protection talent. Heavy emphasis on the situationally.
You'll have three Judgements to choose from, but you're really only looking at Judgement of Wisdom and Light. If you have a Retribution Paladin in the raid, have her judge Light because it will scale better because they will generally have higher Spell Power + Attack Power. Wisdom, on the other hand, grants standard returns so this will be your primary Judgement. Some Paladin tanks won't give Judgements much importance because it doesn't deal much damage, but picking up one point in Improved Judgements will make it fit nicely into your rotation. It's a pretty good rotation, we'll get to that in a while.
Alright. Avenger's Shield is probably your primary pulling ability. It hits three mobs at the same time and dazes them as well. As you can probably tell, this isn't always a good thing. This makes it difficult to pull single mobs (although we now have Hand of Reckoning for this), and the slowing effect also makes it hard for us to start hitting the mobs right away to generate more threat. It's generally a good idea for ranged DPS to hold off on unloading nukes until mobs get within melee or Consecration range. Avenger's Shield is generally left out of a tank's normal rotation.
Shield of Righteousness is your biggest single target damage attack and generates the most burst threat of any spells in Protection's arsenal. This makes it part of your rotation and is a great way to even out threat on a particular mob you might not have built up enough threat on. This spell scales off block value and deal armor-bypassing Holy damage. It is the tank spell to use.
Hammer of the Righteous is your multi-target spell which works well in conjunction with your other spells. Even though it doesn't deal as much damage on a single target as Shield of Righteousness, it deals more damage and generates more threat overall when dealing with up to three mobs. The great thing about this spell is that it works off a weapon's DPS, so topend damage or speed doesn't really matter. Only marginally depending on your seal, but the idea is to get the highest DPS weapon you can find and whack with it. Hammer of the Righteous' secondary bounces do not break crowd control.
Finally, there's Holy Shield, which isn't something you use to hit things, but it's solidly part of your rotation. With the introduction of new abilities in Wrath, Paladin tanking is no longer as reactive as it used to be, so Holy Shield isn't quite as important. You will still need to have it up constantly as it provides solid mitigation. These are your basic tools for tanking. Next we'll take a look at the fun part -- your rotation.
In many ways, a tank is the most important member of a team. The cornerstone, so to speak. Because even though healers are indispensable, there's never really a 'Main Healer' position the way there is a 'Main Tank'. That's why a tank's responsibility goes above and beyond what players in other roles have. We've already examined for a bit how to build up your survivability. Today we'll look at three things: generating threat and the tank spell rotation.
One of the most important aspects of tanking is generating threat. This means you want the full attention of the big bad bosses so that they'll be hitting you instead of your friends. Some of the worst situations in a raid or dungeon come from the tank losing threat, so the boss or mob goes after someone else and causes a chain reaction of grisly deaths. You can call it the 'DPS pulling aggro', but the bottom line is that a tank's threat generation is what defines a group's strength -- the more threat you can generate, the more your DPS can go all out.
Threat and threat generation
What is threat? Most players should be familiar with this concept already. It's the measure of a mob's aggression, or aggro, towards a player. Every NPC has a threat list, and the person on top of that list gets beaten by the angry stick. That's about the basic thing. It's the tank's job for the most part to stay on top of that list. You can read more about threat and monster aggro in this Tank Talk article by Michael Gray.
Alright. So what tools does a Paladin tank have to generate aggro? Quite a few things, from the baseline Consecration, the various Seals (we'll get to those in a moment), Judgements, and introduced in Wrath of the Lich King, the Shield of Righteousness. Then there are Protection talents, the aptly named comic book-inspired Avenger's Shield, the 51-point Hammer of the Righteous, and the reactive Holy Shield.
Oh, and before anything else, you have to have Righteous Fury up. This buff increases the threat of your Holy spells -- which is pretty much everything you'll dish out -- by 90%. Many raids and parties have wiped because the tank has forgotten to throw up Righteous Fury. Don't be part of that errant crowd. On to the abilities.
Consecration is an AoE spell and one of the more familiar tools for Paladin tanks. It stays on the ground for 8 seconds, so dragging mobs over the Consecrated spot will cause the mobs to aggro you. The Wrath versions of the spell scale extremely well with both Spell Power and Attack Power, which means it generates respectable damage and consequently, respectable threat. The only drawbacks are that it breaks crowd control and it starts off pretty slowly.
Paladin tanks have a variety of seals to choose from, but Seal of Vengeance / Corruption is generally considered to be the best for tanking because it deals more damage (hence more threat) than Seal of Righteousness at full stacks. It also has a DoT component which lasts for 15 seconds and is refreshed with melee hits. DoTs stay on mobs, so they help keep you generating threat in cases where bosses wipe threat, and minimizes threat loss in case your attacks are avoided in some fashion.
On the other hand, the former tanking seal, Seal of Righteousness, frontloads more threat without requiring you to build up to a full stack. You can use this on trash with low life, or start off a pull to generate as much threat as possible then quickly switch to Seal of Vengeance or Corruption. Other seals simply aren't ideal for tanking, although Seal of Blood / of the Martyr generates recoil damage which can situationally help generate mana through Spiritual Attunement, soon to become a Protection talent. Heavy emphasis on the situationally.
You'll have three Judgements to choose from, but you're really only looking at Judgement of Wisdom and Light. If you have a Retribution Paladin in the raid, have her judge Light because it will scale better because they will generally have higher Spell Power + Attack Power. Wisdom, on the other hand, grants standard returns so this will be your primary Judgement. Some Paladin tanks won't give Judgements much importance because it doesn't deal much damage, but picking up one point in Improved Judgements will make it fit nicely into your rotation. It's a pretty good rotation, we'll get to that in a while.
Alright. Avenger's Shield is probably your primary pulling ability. It hits three mobs at the same time and dazes them as well. As you can probably tell, this isn't always a good thing. This makes it difficult to pull single mobs (although we now have Hand of Reckoning for this), and the slowing effect also makes it hard for us to start hitting the mobs right away to generate more threat. It's generally a good idea for ranged DPS to hold off on unloading nukes until mobs get within melee or Consecration range. Avenger's Shield is generally left out of a tank's normal rotation.
Shield of Righteousness is your biggest single target damage attack and generates the most burst threat of any spells in Protection's arsenal. This makes it part of your rotation and is a great way to even out threat on a particular mob you might not have built up enough threat on. This spell scales off block value and deal armor-bypassing Holy damage. It is the tank spell to use.
Hammer of the Righteous is your multi-target spell which works well in conjunction with your other spells. Even though it doesn't deal as much damage on a single target as Shield of Righteousness, it deals more damage and generates more threat overall when dealing with up to three mobs. The great thing about this spell is that it works off a weapon's DPS, so topend damage or speed doesn't really matter. Only marginally depending on your seal, but the idea is to get the highest DPS weapon you can find and whack with it. Hammer of the Righteous' secondary bounces do not break crowd control.
Finally, there's Holy Shield, which isn't something you use to hit things, but it's solidly part of your rotation. With the introduction of new abilities in Wrath, Paladin tanking is no longer as reactive as it used to be, so Holy Shield isn't quite as important. You will still need to have it up constantly as it provides solid mitigation. These are your basic tools for tanking. Next we'll take a look at the fun part -- your rotation.
Filed under: Paladin, Guides, (Paladin) The Light and How to Swing It







Reader Comments (Page 1 of 3)
BigFire Mar 17th 2009 6:13PM
Seal of Vengeance also increases the expertise by 5. Although Paladin tank does not need expertise as much as Warriors/Death Knight (some of our spells cannot be dodge or parry), any extra expertise is extra threat.
You also forgot to factored in the 'baked-in' Blessing of Salvation that all tanking 'stance' now has. Warriors in defensive stance, Death Knight in frost presence, Druid in dire bear, Paladin with Righteous Fury all gets 43% more thread on all spells.
Angus Mar 17th 2009 6:16PM
No it doesn't. The glyph does, and with the new glyphs coming out, it may not be on a tankadins list of top 3.
Expertise helps paladins about half as much as warriors, so they aren't as concerned.
Heilig Mar 17th 2009 8:04PM
Expertise helps paladins every bit as much as warriors. It doesn't help either class eneough to gem or glyph for it if you have any other options, but this "Pallies don't need expertise" nonsense is just getting old. It's there to increase threat on all melee attacks by reducing dodge (at 6.5% on bosses) and parry (at 13% on bosses). The parry-gib effect was what made it so much more important for warriors pre-LK since a hasted swing could eat a shield block charge and leave them open to crushing blows, but with crushing blows gone it is exactly as effective for paladins as warriors in terms of survivability. it is only SLIGHTLY less effective for threat gen for pallies, but f you're having trouble generating threat as a prot pally, you're doing something else wrong besides having enough expertise.
Ryan11 Mar 18th 2009 12:12PM
I'm sorry Hielig, but you're just wrong. Expertise is very important to a warrior tank's threat because nearly all of it is from physical damage, thus it can be dodged and parried. Much of a paladin's threat comes from holy damage, that cannot be dodged or parried at all. Beyond that point, a warrior favors a fast swing timer on his weapon in nearly all situations, while a paladin only cares about the weapon's dps.
So yes, expertise is half as important to a paladin as a warrior, if even that much.
Angus Mar 17th 2009 6:14PM
The first item you want to pick up with badges as a tankadin is the libram of obstruction. Judgments will suddenly become very important as they increase your block value and your ShoR damage, and so your threat gets a very nice boost.
You want to mention that when it comes to judgments.
Burcemage Mar 17th 2009 6:16PM
Well now, So your saying the Tank is the main guy in raids that has too think about everything. Your Soooooo Wrong on this buddy. I play a pally tank and Mage as well.
I think everyone play a importent role in a Raid, The healer has alot of stuff too think about. DPS need too Do certain thing. Just look a Grob for a sec if you DPS gets Injection and just lets the cloud in the middle of the room and does that more then once what gona happen. Now on Patch what happen if your DPS is too low and doesnt understand the Mechanic of there class or when too blow there trinket.
Healer on Lotheb, Or miss the big heal on the tank, or missing heals on raid that will cause a wipe as well.
So to let you know i would get off your high horse and come back too earth All Class , Healing,DPS and Tanking are importent roll and must all know the fight or they will wipe the Raid. I think you dont know what naxx is myself and the fight the way your talking.
This is just my 2 cents.
peagle Mar 17th 2009 6:28PM
I think you're wayyyy overstating the equal classes card. Yes yes, at the end of the day, no one can let the team down as it will wipe you eventually... but if the MT goes down, you're wiping *now*.
p.s. I'm a mage =p
Angus Mar 17th 2009 6:29PM
Who's moving grob so the dps can get into the proper place and having to deal with an idiot putting a cloud in the wrong spot? Who's grabbing those slimes to keep them from killing the healers?
The tanks.
Who's eating hateful strikes or Patch's insane normal hits?
The tanks.
Who has to set up rotations where they tank gluth off so that the tank that has no mortal wounds is the one tanking after a decimate?
The tanks.
Who's gear is directly in the line of fire and who's skills are most likely to be tested by idiot DPS with no idea how to control threat?
The tanks.
We have carried DPS that can't break 1K dps while the tank is doing 1400 in Naxx. They don't matter. But if one of our tanks isn't very well geared or can't do their job? We're done that week.
There is a reason guilds call the top tank their main tank. That's the guy or girl you call on to tank progression. The skills are top, the gear, spec, rotation are likely researched.
Yes healers are important too. But they have an easier time and can be slightly undergeared if the tank they are dealing with is good.
So get off your high horse. DPS is easily replaced by any of the other 90% of the server that plays them. It's the healers and tanks that hold a raid or party together.
Eternauta Mar 17th 2009 6:45PM
He didn't said that. Learn to read.
OF COURSE all the classes and roles are important to a raid's success.
But the Main Tank is the cornerstone that binds all the raid together. The Captain of the Ship, the Leader of the Pack, what have you.
Does that mean that the other raid members are dispensable? No. You can't raid without good healers and dps'ers.
But the Tank is kinda the axis that maintains the raid together, coordinated, and has the most stressful job (The healer is right next to him).
slartibart Mar 17th 2009 6:56PM
A tank's situational awareness has the most impact on a group's success. I think you need to get off your high horse and not take offense to what is pretty much accepted as the nature of the beast (mmorpg's).
Sinthar Mar 18th 2009 5:39AM
Snap - mains a mage- alts a pally tank.
But i say if you lose 1 dps in a boss fight - its still doable
You lose a tank - you got problems. BIG problems. Its STILL doable sometimes, but usually its a wipe/reset time.
Dave007Dog Mar 17th 2009 6:22PM
Hammer of Righteousness works well with vengeance, since it will apply 1 stack to each target it hits.
I found that if you have rotation or lag problems, Glyph of Consecration works nicely. It makes consecrate last for 10 seconds with a 10 second cooldown.
One question though, exactly how much extra threat does Shield of righteousness generate?
Angus Mar 17th 2009 6:33PM
That was a misnomer in the tooltip.
It generates a lot of threat because it does a ton of damage.
My average hit is 3.2 k with ~1200BV. With my Libram and a crit I have seen 7K on normal mobs.
190% threat on 7K.... 13300 threat.
Yes, it does a lot of threat.
That glyph is meh, it is taking up a better spent slot.
Just pick up where the rotation left off.
Heilig Mar 17th 2009 8:09PM
DO NOT GLYPH CONSECRATION IF YOU'RE PROT.
It throws the entire 96969 rotation off by a full second. You can't maintain a smooth rotation when it goes 9-6-9-6-10. You lose a full second on the rotation and lose around 10% of your total threat.
el ranchero Mar 27th 2009 2:13PM
Heilig is right. Glyph of Consecrate throws off the 969 rotation. It's a really bad idea.
Mag Mar 17th 2009 6:37PM
If you're going to do anything about being a pally the #1 thing a raiding pally needs to do is shut down your game, go out, get PallyPower and install it. Learn it. You'll love it. If you're NOT running PallyPower you shouldn't be allowed to raid.
Eternauta Mar 17th 2009 6:54PM
I raided for months without pally power and made a very good job.
Now that I have it, I still do a very good job, AND I can do it better and very less stressfull.
proudmoore Mar 17th 2009 7:00PM
I think Pally Power is great for someone that can't pay enough attention.
Use it, but don't rely on it so much that you can't function without it. The amount of times I have heard over vent after a patch "My pally power is broken, what do I bless who with"?
Its great, but knowing what you are doing helps also.
jbodar Mar 17th 2009 8:15PM
I actually prefer the interface on Paladin Buffer. It's heavily based on PP, but IMO it has a better blessing interface and is supposedly compatible with PP as well (i.e., coordinating blessing assignments). Also, something in my UI didn't play nicely with PP, so I needed a sub because I'd never get a buff frame.
http://www.wowinterface.com/downloads/info12734-rsomething.html
Schadow Mar 18th 2009 6:17AM
ZOMG Buffs is so much more full of win that Pally Power it's not even funny.