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

We've been doing a series on playing a low level tank. We started out with talking some theory and stats, worked our way into talents, and this week, we're going to delve into the world of skills. Paladins, as a hybrid class, have a wide variety of skills available to them. Some of these can be useful, some have no part in a tank's skill rotation. We'll take you through your initial buffs and what skills to keep within reach if things get ugly.
Skills:
I'm not really going to tackle the spells in order of level, but more in order they need to be talked about. We'll do a couple what spells to avoid and then we'll work our way through the ones you do want.
When tanking, you're going to want to make a point of using only instant cast spells. If any spells require you to sit there and magically wave your hands for a couple seconds, then you should avoid using it while things are beating on you. This means Holy Light and Flash of Light are out. Exorcism is out except for pulling new mobs. And while we're on the topic of things that are out, Redemption isn't much of an option to any paladin in combat, but that's for a completely different reason.
There are also two other spells that while they can have some great uses while tanking, generally aren't something you want to cast on yourself and leave on. Those are Hand of Protection and Divine Shield. There lesser sibling, Divine Protection that you get at level 6 is perfectly fine though and we'll get to it in a second. The reason you should avoid using HoP and DS is that while they're active, your threat is zero. Anything attacking you will suddenly lose interest and go find another person to play with and your healers really don't like it when that happens. If you cancel either of those, your threat will be back to where it was beforehand. This can be handy if something jumped out of nowhere to attack your healer or one of the dps, you can cast Hand of Protection on them which will drop their aggro to nothing allowing you to pick up the target easier.
The first buff you'll want to cast on yourself as a tank is Righteous Fury. This is the key spell to tanking as a paladin. Without this buff, you'll have a really, really hard time keeping your threat high enough to do anything. This spell boosts the threat of any holy based spell by 80%. That means everytime you hit a judgement, you're getting almost double the threat out of it.
This used to be one of those buffs that you'd have to re-apply every 30 minutes. That means if you weren't paying attention, it could just drop off in the middle of a fight. Now, however, it's a permanent buff much like your auras. Once you put it on, you have to manually remove it (or die or run Magister's Terrace, because it can be dispelled and there's a fight in there where you can have it stripped off of you... we hate that fight). I actually have something setup in the Power Auras addon that will put a big flashing red shield in the middle of my screen when I don't have this buff cast so that I never forget it and will always notice if it gets dispelled.
Now that you've got Righteous Fury up, you'll need to pick your blessing and before level 30, you'll be using Blessing of Kings which you get at level 16. This will increase all of your stats by 10% which means more stamina for health and more strength for threat and block.
Past level 30, Blessing of Sanctuary (an ability you get via talents and not from a skill trainer) is going to be the defacto blessing you'll have up. It also increases your stamina by 10% for added health as well as your strength by 10% to up your threat. However, instead of giving you 10% in the rest of your stats, it decreases incoming damage by 3%, which is something I'm sure anyone can appreciate. Lastly, it also gives you mana back whenever you dodge, parry, or block an attack. Being that this will be the only way you have to get mana back for quite some time other than Judgement and Seal of Wisdom, it's a very important blessing to keep up.
Lastly, for getting our long term buffs ready, you're going to need to pick a seal. For most of your tanking career while leveling up, you'll be using Seal of Righteousness. It's a solid little seal that will serve you quite well until your mid-sixties. Some people still like using it past that and depending on a couple of different variables, it's actually pretty good. I, personally, like it for fights where I want to avoid any damage over time effects related to some of the other seals due to strange threat issues with the fight (Hydross, Twin Emperors, etc).
At level 66, you'll be able to go learn a new seal from your trainers. If you're an Alliance paladin, you'll learn Seal of Vengeance. If you're a Horde paladin, you'll learn Seal of Corruption. The important thing to know about these two seals is that they're the exact same. No, you're not getting a lesser version than the other side. Any talent, bonus, or glyph that affects one always affects the other. They're just named differently.
The way this Seal of Corruption/Vengeance works is that every time you hit your opponent, it will put a damage over time effect on them named either Blood Corruption or Holy Vengeance depending on your seal. Once the stack has built all the way up to a maximum of five, you'll do an extra 33% damage with every hit. Also, the judgement damage related to this seal builds up with each extra charge on your debuff stack.
One seal to keep on the back burner for special situations is Seal of Justice. It is usually dragged out for use against casters as it has a chance to stun your opponent with each hit you make and can interrupt their casts. While this feature isn't useful in every scenario, it is a good one to know about if you ever have a need for it. However, due to it's lack of threat, you'll almost always want to use something else.
Speaking of judgements, your choice in which judgement to use really depend on what you happen to need. If you need mana, go with Judgement of Wisdom. If you're fine for mana, do Judgement of Light. If this dungeon has a lot of guys that try to run away and grab their buddies, then hit Judgement of Justice (it's also good in PvP).
Your key tanking cooldown is going to be Divine Protection. It reduces all incoming damage by 50%. You can use this when preparing for a large incoming hit or spell from the a creature or if you know that at a certain percentage, the boss just goes crazy and starts hitting twice as hard as he used to. One of the downsides of this skill is that it causes a debuff known as Forbearance. This means that you can't have any other spell that also causes this same debuff cast on you for a couple minutes. Other Forbearance spells include Lay on Hands, Divine Shield, and Hand of Protection.
A lot of the time, tanks will announce to healers when they use skills like Divine Protection, due to the fact it usually gives healers a small break from tank healing while it is up and they can take care of the rest of the party. Because the skill is very similar to the warrior ability Shield Wall, people often announce Divine Protection by the warrior skill name instead. This gives the healers one phrase to watch for instead of two. Traditions on your server or in your guild may vary though.
Lay on Hands used to be another key tanking cooldown that was sometimes used in conjunction with Divine Protection, but it now causes Forbearance when cast on yourself. However, if you're low on health and need a big heal, you can still use it, but that locks out your other main tanking cooldown. This isn't to say the skill is without merit. One of the things I often use it for is quickly healing healers who are too busy paying attention to everyone's health bar except their own. If it looks like a healer is taking too much damage from just area of effect spells and about to die, I'll toss a Lay on Hands on them so they can keep me up and running.
Filed under: Paladin, Analysis / Opinion, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
plated Dec 19th 2009 8:58PM
Nice article...see quite a few pally tanks in 5 mans who seem unaware of HS and SS O_o PowaAurasClassic is pretty good for remembering to keep em up imho.
AS: nice for pulling but sometimes with a pull of 2+ mobs standing a little apart, a Hand of reckoning followed by a well-timed AS when theyre all moving and closer together means it will hit several mobs instead of just 1. Since HoR doesnt initiate a GCD it can be used almost instantly with any pulling ability: extra threat since it now causes dmg to mobs not targetting you already. I forget what level ye get HoR so feel free to downrate if thats irrelevant for low lvl tanks ;)
Dont seem to see many other Engineer tanks out there, but the bombs can be handy for multi-mob pulls (even if they dont benefit from RF)
(Id just add that the reason we usually prefer insta-casts is cos while channeling a spell we have no chance to block, dodge or parry)
bmiller Dec 20th 2009 10:30AM
It's at level 16 and it's great for ANY paladin. It's a taunt, it does damage and it has decent range.
Faith-lb Dec 20th 2009 1:31PM
Pally Tank , Pally Tank , does whatever a Pally Tank does , can she Single Target Tank ? No she can't she is a Pally Tank..... Look Out ,She is a Pally Tank
this is ever since the LFD tool my intro to the group.... :D
Zainitopia Dec 19th 2009 9:48PM
For the love of god man, 3 straight articles and still nothing about raiding in ICC.
I'm a sad paladin.
Martin Dec 19th 2009 11:49PM
Why would you come here for ICC advice?
Zainitopia Dec 20th 2009 3:29PM
Why would you come here for new pally advice?
All I'm asking for is some type of mention of 3.3, its a NEW CONTENT PATCH and our article has yet to even mention it.
Zainitopia Dec 19th 2009 9:48PM
For the love of god man, 3 straight articles and still nothing on ICC.
^^^^Sad Paladin.
JimElNino Dec 19th 2009 10:08PM
Nice picture, WoW Minis is a great game, more people should play it.
PvtDeth Dec 19th 2009 10:30PM
Thanks for the article. I've got a paladin that's been sitting at 32 for about two years because I found the class a bit overwhelming;it's not exactly intuitive. Maybe it's because I have so many characters, but I can't just jump into it the way I can with my mage, hunter, shaman, druid, and rogue.
Boal Dec 20th 2009 5:34AM
I'm probably going to get voted down for this, but I'm extremely disappointed in the way "The Light and How to Swing It" has divulged into appealing to extreme noobs and mucilaginous troglodytes. I mean honestly, these articles should be under the WoW Rookie pages and by no means extended into three separate articles with multiple parts!!!
I have never trolled a comment section or forum for that matter and I don't plan on starting now, but I can't stand by and let my favorite part of WoW.com go down the tubes. Please stop treating the readers like we are all brand new to the game and we are mentally incapable of learning the game without you telling us "Your key tanking cooldown is going to be Divine Protection." Are you serious???
We have all played this game and that is why we are reading WoW.com. We all have paladins or are interested in the class enough to know the core abilities (i.e. Divine Protection). If we didn't know these things we would be reading WoW Rookie or nothing at all because we would be too new to care.
Stop treating us like we're idiots or new. We're not. Don't hijack our article. It may be your website, but it is the readers who truly pay your salary.
Downgrade me if you must, but at least read what I have to say.
Vaeku Dec 20th 2009 6:29AM
QQ more?
I like these articles. I'm interested in rolling a pally tank and leveling him exclusively through the LFD tool past level 20 (with the odd quest here and there), and these articles are a welcome intro to tanking.
"Stop treating us like we're idiots or new. We're not. Don't hijack our article. It may be your website, but it is the readers who truly pay your salary."
That's the stupidest thing I've read. This isn't a newspaper, it's a BLOG. They can write whatever they want, and there are people who will read it. Last time I checked, you don't contribute any kind of money to the site.
Ser Dec 20th 2009 6:30AM
Not everyone who comes across this site is a vet pally tank. There could very well be paladins out there that are sick of healing/dpsing/pvping that want to give tanking a whirl, and are finding this guide invaluable.
If you're jonesing for ICC info there are plenty of other resources available to you. You can chill and give the noobs a few pally articles. :)
Expo Dec 20th 2009 10:16AM
Because everyone who plays WoW or reads these boards is just like you, amirite? Certainly no newbs here, or even rerolls or alts. All 11 million players must be end-game raiders.
Like Ser said, go read up on ICC at ElitistsJerks or one of the several other think-tanks that float around the web. Not having ever article from WoW.com contain cutting-edge info won't kill you.
Christopher Schmidt Dec 20th 2009 11:14AM
"The reason you should avoid using HoP and DS is that while they're active, your threat is zero. "
You threat is only wiped to zero when you use HoP, not DS. You can continue to attack (at a 50% damage reduction) when you pop Divine Shield and maintain threat making DS the bubble to use to remove certain debuffs, or get out of fears (and other movement impairing effects if HoF is not available).
One of the big things I notice new paladins do not know is how & when to use which bubble at what time and what exactly each of them does. Misinformation (the author isn't wront; however he isn't correct either) like saying HoP and DS wipe threat leads to the misconception that our bubbles are simply for "lawl bubble hearth". Know how, what and when to use the tools in your toolbox is one of the things the separates a good apply tank from a great pally tank.
Christopher Schmidt Dec 20th 2009 11:17AM
^^ sorry for the spelling errors...pre 1st cup of coffee and 4 month old in lap do not help contribute to good grammar and spelling =(.
jeffrey1299 Dec 20th 2009 1:21PM
Minor fix, Divine Plea is refreshed upon being Hit, not upon hitting with a melee attack.
Christopher Schmidt Dec 20th 2009 1:31PM
No, the duration of Divine Plea is refreshed upon hitting an enemy, not upon being hit.
Jerry Dec 20th 2009 4:10PM
Really nice article. I'm starting a new Paladin tank and these articles are very timely for me. One correction for the "super low level" tanks.... Blessing of Kings is not available until level 20 and not at level 16 as mentioned in the article.
Also, is it better to use Retribution Aura before getting Imp Dev Aura, or should I just stick with Dev Aura all the way? Thanks!
Ongar Dec 21st 2009 10:06AM
Use Ret Aura if you are questing, Devotion Aura if you are tanking in a dungeon.
John Dec 20th 2009 4:47PM
I've been leveling up my BE Pally ret up to level 40 (gonna turn 'im into a Tauren when cataclysm drops, you know it!), and when the LFD function came in two weeks ago, I found it much quicker (read, instant) to find a dungeon when searching as a tank.
I just respecced Prot right when these articles came around, and they've been a HUGE help in knowing what to do. I've gotten compliments from groups who just finished with bad tanks, and I don't want to admit I'm so new to tanking! Anyway, thanks for these articles; they've made me an effective tank, and I've been having a lot of fun with it!