The Light and How to Swing It: The low level tank, part 3 page 2

At level 40 you'll be able to grab the talent for Holy Shield. This is another one of those 'up at all times' type buff and it's well designed for it. The skill cooldown is 8 seconds, but the spell lasts up to 10 seconds. This gives you a little bit of leeway when it comes to mashing your hotkey. The skill boosts your block percentage by thirty and any attack you block does damage back to the monster that dealt it. It's a charged buff, so that means it will only be available for 8 blocked attacks or that 10 second duration. Whichever ends first.
Consecration is a skill you nab at level 20. This is where you bless the ground with holy power and cause damage to everything killable in that area. It does have its good and bad points though. It's a great skill for maintaining threat and damage on multiple targets at once and one you'll turn to a lot as you get higher level. The issue is that it's an extremely expensive spell. It uses up about 20% of your mana (or 22% base mana for those of you that know what I'm talking about) with each cast and only lasts 8 seconds. There's a lot you can do with that amount of mana. That's like four judgements and change worth of mana. So, unless you're either all set on mana or just have a whole bunch of big bads after you, this skill could probably be avoided. After all, a paladin tank without mana isn't all that useful.
Hammer of Justice is a good thing to keep around. You can use Hammer of Justice to interrupt spells your opponents are casting or just prevent them from hitting you for a couple seconds with the stun. A lot of monsters in dungeons are immune to stun, so don't expect it to always help you out.
Purify/Cleanse is something to have available for quick access to on your button bars, but not really a priority spell. Depending on the type of healer you have in your group, it can help remove debuffs that they might not be able to touch. For example, if you've got a priest in your party, they won't be able to remove poisons from you. If you're running with a druid, they won't be able to remove whatever magical effects the bosses toss on you. It's not usually something you have to worry about, but can be a life saver those times where it does matter.
As you get higher level, you can grab the Avenger's Shield talent. This puppy is a multi-pulling wonder skill. You literally lob your shield across the room Captain America style to your target and it bounces to his two closest buddies. If you've nabbed the talent Shield of the Templar, it will even attempt to silence your targets for a couple seconds. On top of all of that, it's a great threat tool for the start of a fight or to grab adds in the middle of a fight.
At the bottom (or top depending on your viewpoint) of the protection tree is the talent Hammer of the Righteous which is first available at level 60 (depending on how you've spent your talent points). This is a good damage skill that chains to multiple targets much like Avenger's Shield. The nice thing about this is that it will spread whatever seal you happen to be using around to every target you hit. If you're using Seal of Vengeance or Seal of Corruption, it will spread that damage over time debuff to each and every one of them.
In your 70s, you'll grab a couple new skills: Divine Plea, Shield of Righteousness, and Sacred Shield.
Divine Plea returns 25% of your mana over 15 seconds... unless you're a protection paladin. If you've got Guarded by the Light at two of two points then you'll refresh Divine Plea every time you land a melee attack on something. This means if you keep pulling with very little downtime, you'll be able to keep Divine Plea up non-stop in an instance. This is extra cool, because there is a glyph that allows Divine Plea to reduce 3% of all incoming damage.
Shield of Righteousness is another damage skill and it packs quite a punch. It scales with your block value, so the more block you have, the more damage it does. With this in tow, you'll also be able to do what the level 80 tankadins call the 969 rotation. Essentially it means that if you've got a point in the talent Improved Judgements you can do a simple rotation where you hit a skill with an eight or nine second cooldown (Holy Shield), followed by a six second cooldown (Shield of Righteousness), followed by another nine (Judgement), then another six (Hammer of the Righteous), and then another eight or nine second (Consecrate) and then back to your first six second skill again (Shield of Righteousness). You can swap certain skills in if they're needed like Sacred Shield which I'll talk about next.
Sacred Shield isn't a total damage stopping bubble like Hand of Protection or Divine Shield nor does it reduce all damage like Divine Protection. Instead, it's a buff that will occasionally flip on to reduce incoming damage by 500 and a bit extra depending on your spellpower for thirty seconds. Being as any incoming damage you can avoid is good incoming damage to avoid, this is one of those skills you'll want to keep up on yourself at all times while fighting. Also, with the talent Divine Guardian, you can increase the duration to one minute.
Next week, we're going to take a small break from the low level tanking guide and take a look at how paladins fared overall in 2009. Our ups, our downs, and the changes that caused them. After that, we'll finish up the guide with a look at macros, consumables, and addons for tanks before moving onto healers.






Reader Comments (Page 1 of 1)
Freddyd Dec 19th 2009 11:10PM
As a low level pally tank, these articles have really been helpful in learning all the little in-and-outs of my class. Keep up the good work!
Hal Dec 19th 2009 11:22PM
For what it's worth, Sacred Shield procs a 500 + 75% spellpower shield. At level 80, this will be 1000-1500 damage absorption. Not bad, but it'll more than double if a Holy Paladin uses theirs.
zulu Dec 20th 2009 10:10AM
Good Article again Matt, I've spent 5 years as a Holy Paladin with OS as a Retadin. Been thinking for a while that I should move my OS to a Tankadin. Think that after your articles I will be doing this in Jan. Thanks again.
Bohr Dec 20th 2009 6:26AM
Sacred shield is criminally underated, at least on my server. Sometimes I think I'm the only Paladin who uses it :(
xan Boparan Dec 20th 2009 6:36AM
hi i was just wondering what 3 tanking glyphs as protadin should be using at 80?
Ongar Dec 21st 2009 10:15AM
Majors:
Glyph of Seal of Vengeance
http://www.wowhead.com/?item=43869
10 expertise is very handy for any melee, tanks especially.
Glyph of Divine Plea
http://www.wowhead.com/?item=45745
3% reduced damage when DP is up. (Which talented should be anytime you are hitting something)
Glyph of Hammer of the Righteous
http://www.wowhead.com/?item=45742
HotR hits four targets instead of three
Ongar Dec 21st 2009 10:15AM
Minors:
Glyph of Sense Undead
http://www.wowhead.com/?item=43368
Only useful when fighting Undead mobs, but this expansion is full of them anyway.
Glyph of Lay on Hands
http://www.wowhead.com/?item=43367
Reduces Lay on Hands CD by 5 minutes.
Glyph of Blessing of Kings
http://www.wowhead.com/?item=43365
Casting Kings costs 50% less. Everybody loves to get Kings, but your mana pool can be strained after handing out.
GreenNight Dec 20th 2009 7:34AM
"Consecration is a skill you nab at level 20 [...] , this skill could probably be avoided."
What?
No way!
When you get a pull lay at least one consecration to get aggro on all the mobs. Keep hitting the skull (you or somebody else has marked them, right?) and all will be fine. This way the mobs won't get loose. Lay some more if you have plenty of mana or people are doing area attacks. If you have to rest between pulls do it (you have brought some water, don't you), but it's better to finish the fight without mana than to let the mobs kill your clothies.
I have a very bad experience from the mid 20s when, as a protection paladin, I went to Razorfen Kraul and another protection paladin wanted to "tank" and I had to heal. He didn't get the aggro on all the mobs (no consecration, he wanted the mana to heal himself? wtf?) and I had to frantically heal the other members, who didn't seem to care to be half tanking.
brian Jan 9th 2010 10:24PM
Well, the article does say "So, unless you're either all set on mana or just have a whole bunch of big bads after you, this skill could probably be avoided."
Consecration really is a lot of mana, especially to a tank at earlier levels. Granted, most of the time trash pulls will be multiple mobs, but if you can get the dps to focus fire, you should only need to drop one. Plus, you shouldn't need to drop it on a boss, as your seal threat and judgment should be enough.
brian Jan 9th 2010 10:25PM
Would it be worth it for a tanking paladin to try to get Seal of Command at an earlier level for the cleave? Or would delaying other prot talents make it undesirable?