Protection's new talent tree

Don't believe everything you read on the internet. The paladin, in general, is still heavily under development, and don't expect the next patch's protection tree to look at all like this. Also, ignore the Holy Shield in this build, as it is going to stop being a constant, maintained ability and instead will be something you hit when you need it, much like trinkets.
We are going to turn both Holy Shield and Shield Block into short cooldowns. A short cooldown is an ability that you don't save for an absolute emergency (like Shield Wall) but we also don't want it to be on such a short cooldown that it feels maintenance-y. It's a tricky number to get right, but something in the 30 sec to 1 min zone feels about right. Then you might use Holy Shield one GCD instead of SoR or you can choose to save it until the next big boss attack.
They chose Avenger's Shield as the active ability you nab for choosing protection spec. It gives you damage and allows you to pull in dungeons more easily at low levels. Touched by the Light as a passive allows early conversion of the strength-based plate gear we'll be wearing into the spellpower we need.
Some quick things of note before we dig into things. Ardent Defender is no longer passive. It is an active Last Stand-esque ability. Some things have been moved from other trees into protection, like Improved Crusader Strike and Seals of the Pure. We get Improved Exorcism to remove the cast time off the spell so that we can actually use the ability for something other than pulls.
Divine Guardian now reduces the cooldown of Divine Plea by up to 60 seconds, which means we can use it whenever we need it (as it appears we've lost the almost constant uptime we were able to manage before). Hallowed Ground is a peculiar talent, as it allows you to extend your Consecration by up to 30 additional seconds. This is a really nice thing for flag guarding in PvP battlegrounds like Arathi Basin, as we will be able to keep the area constantly consecrated without worrying nearly as much about mana consumption.
Overall, don't get too attached or upset about anything here, as we've essentially been told that most of this is going to change in the next build or two.
- Spec Active Ability
- Avenger's Shield Hurls a holy shield at the enemy, dealing [440+0.07*SPH+0.07*AP] to [536+0.07*SPH+0.07*AP] Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec.
- Spec Passives
- Touched by the Light Increases your spell power by an amount equal to 60% of your Strength and increases the amount healed by your critical heals by 30%.
- Vengeance Each time you take damage, you gain 5% of the damage taken as attack power, up to a maximum of 10% of your health.
- Tier 1 talents
- Toughness (3) Increases your armor value from items by 3/6/10%
- Seals of the Pure (3) Increases the damage done by your Seals and their Judgement effects by 5/10/15%
- Improved Hammer of Justice (2) Decreases the cooldown of your Hammer of Justice spell by 10/20 sec.
- Tier 2 talents
- Judgements of the Just (2) Increases the duration of your Seal of Justice effect by 0.5/1.0 sec and your Judgement spells also reduce the melee attack speed of the target by 10%
- Sanctuary (3) Reduces damage taken from all sources by 1/2/3% and when you block, parry, or dodge a melee attack you will gain 1/2/3% of maximum mana
- Guardian's Favor (2) Reduces the cooldown of your Hand of Protection by 60 sec/2 min and increases the duration of your Hand of Freedom by 2/4 sec.
- Sacred Oath (3) Increases the damage you cause while using a one-handed weapon by 4/8/12% and increases the amount absorbed by your Sacred Shield by 10/20/30%
- Tier 3 talents
- Spiritual Attunement (2) A passive ability that gives the Paladin mana when healed by other friendly targets' spells. The amount of mana gained is equal to 5/10% of the amount healed.
- Divine Sacrifice (1) Instant. 2 min cooldown. 30% of all damage taken by party members within 30 yards is redirected to the Paladin (up to a maximum of 40% of the Paladin's health times the number of party members). Damage which reduces the Paladin below 20% health will break the effect. Lasts 10 sec.
- Improved Exorcism (2) Reduces the cast time of your Exocism spell by 0.75/1.5 secs and increases the damage by 10/20%
- Improved Devotion Aura (3) Increases the armor bonus of your Devotion Aura by 17/34/50% and increases the amount healed on any target affected by any of your Auras by 6%.
- Tier 4 talents
- Hallowed Ground (2) Increases the duration of your Consecration spell by 15/30 secs and the damage it causes by 10/20%.
- Vindication (2) Gives the Paladin's damaging attacks a chance to reduce physical damage done by the target by 5/10% for 10 sec.
- Shield of the Templar (2) Your Avenger's Shield has a 50/100% chance to silence your targets for 3 sec.
- Tier 5 talents
- Ardent Defender (1) Instant. 2 min cooldown. Activate to reduce damage taken by 20%. While active, attacks which would otherwise kill you cause you to be healed for 15% of your maximum health. Only useable when your health is below 35%.
- Divine Guardian (2) Reduces the cooldown of your Divine Sacrifice and Divine Plea abilities by 30/60secs.
- Holy Shield (3) Instant cast. 8 sec cooldown. Reduces the chance you'll be critically hit by melee attacks by 2/4/6%, and deals 97.8/195.6/293.41 Holy damage for each attack blocked.
- Tier 6 talents
- Sacred Duty (3) Increases your total Stamina by 5/10/15%, reduces the cooldown of your Divine Shield and Divine Protection spells by 1/2/3 min.
- Improved Crusader Strike (2) Reduces the cooldown of Crusader Strike by 2/4 secs and increases the damage caused by 50/100%
- Tier 7 talents
- Hammer of the Righteous (1) Instant cast. Hammer the current target and up to 2 additional nearby targets, causing 3 times your main hand damage per second as Holy damage.






Reader Comments (Page 1 of 2)
Zainir Jul 14th 2010 5:27PM
I'm really curious about Hallowed Ground. From what I can gather, Consecration is up to 15 seconds default, so this would push it all the way to 45 seconds (do correct me if I'm mistaken). For a stationary boss fight or a fight with any kind of streaming adds, this would be great. I could drop it and allow it to build aggro on the boss without having to worry about it every 8 seconds or allow it to pick up adds for me.
But then what is the CD on it? Is it 15 seconds? Does it increase if we pick up Hallowed Ground? What happens if the CD is shorter than the duration and I drop a Consecration on a Consecration?
If the CD is now 45 seconds for a 15 second duration, then allowing us to pump it up to 45 seconds makes sense. Not being in the beta (sadness!) leaves me out in the cold information-wise, but this seems very, very interesting.
Saf Jul 14th 2010 5:49PM
While I haven't checked the current build (server restarting every 30 seconds makes for a GREAT testing environment -_-), Concecration was sitting at an 8 second cooldown, with a 15 second duration at base. However, it now functions like a Totem, in that you get a little icon under your health/mana bars with a timer that you can right-click to remove, which cancels the Concecration effect. As a result, only one Concecration can be up per Pally at any time.
Zainir Jul 14th 2010 6:08PM
@Saf
Now that is interesting. Thanks for the information. It still seems like an additional 30 seconds on what is by far our most expensive spell will be very useful.
ColbyWolf Jul 14th 2010 7:28PM
Sorry, but.. *cough* hey man, I heard you liked Consecration, so I put consecration in your consecrations!
futility Jul 14th 2010 5:45PM
I still don't get the point of Divine Sacrifice. If I go prot because I'm going to tank, why do I want an ability that's likely to instagib me? Yes there are some situations where it's amazingly useful... but other than those few instances I just don't see its value.
Magus Jul 14th 2010 6:16PM
Use it with Divine Shield when the raid is taking heavy AoE damage, and it'll lighten the healers' load significantly.
Even if you don't shield yourself, it breaks when you fall to 20%, so you should be okay as long as your healers are paying attention.
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A couple of questions about Vengeance for anyone in the beta- How long does the effect last? Do we need to worry about it dropping off between pulls?
We have to take damage equal to 200% of our total health before we get the full effect, so I'm worried that it'll take a long time to reach, especially with larger health pools and avoidance in the mix. It sounds like it's only going to come into play on boss fights.
McRaider Jul 15th 2010 5:13AM
for the Divine sacrifice mantter...
Currently I don't use it for the damage transfer, because in some cases in ICC25 I really would be instagibbed by it; not directly, but if the buff reduced my health to 20% (which it would really quickly in some bosses) and the boss happened to do a single swing, I'd be a pancake. I use it for the 20% reduction to the raid and have a macro like
/cancelaura [button:2] Divine sacrifice
/stopmacro [button:2]
/cast [button:1] Divine sacrifice
/ra {rt3}{rt3} DIVINE SACRIFICE ON!! {rt3}{rt3}
really useful and if I want to boost it a bit more I'll put the yell to raid warning :>
for the vengeance matter, I'd guess that if the boss fights are still about 4-5 mins long, it might take us about the first 1 min to get the buff fully stacked up. I know that blizz is trying to make the fights less tank spam by increasing the health pool and changing the boss dmg to more rogue-like; fast, but small, but it wouldn't be a challenge of any kind to the healers if the tank didn't die if he wasn't healed in 30 seconds. That would just be too boring. Just thinking about a boss fight where the tank can just sit there without any heals for the first 30 seconds is just... blargh!
Lightfall Jul 14th 2010 5:48PM
A kinda big change I notice in the tree, Improved Exorcism. 2 points tosed in makes your Exorcism an instant, although still on a 15 sec CD or longer/shorter? I'm glad they are trying to add a few things into the Prot Pallys rotation, little more abilities useful for single target aggro so your not using AS on a pull that doesn't need it.
Gandalfwg Jul 14th 2010 6:18PM
Exo has a 10 second CD base now, so 10 sec CD for Prot and 6 sec CD for Ret. Some really cool changes so far!
leo Jul 14th 2010 6:13PM
The only thing I'm really concerned about is that it seems like we'll have to press Divine Plea every 15 secs to not go oom. This will fuck up any potential rotation royally and will be even more annoying that the current form. Sigh. Just give us passive mana regen already.
Nathral Jul 14th 2010 6:17PM
It does seem like a waste of a GCD and expensive with the 2 talent points needed to remove the cooldown on it.
Nathral Jul 14th 2010 6:16PM
It'll be interesting with Seal of Command basically being out of reach for a Prot pally. Looks like we'll be back to SoV on trash and using Hammer to spread it around.
Gandalfwg Jul 14th 2010 6:21PM
SoC is no longer in the game :( instead:
Seals of Retribution (1) Your damaging Seals now also deal 15% weapon damage each time you swing, and your Seal of Righteousness now hits up to 2 additional targets.
Nathral Jul 14th 2010 6:22PM
I saw that, but it's the unreachable third tier the same as SoC was.
Hal Jul 14th 2010 7:09PM
The tree is expensive overall anyhow. All of the attractive powers leave you with only a few points to spend in any other tree. When I got done buying everything I thought would be fun/useful/necessary, I had one point left to spend in other trees.
It seems bizarre that there will still be talents that are flat +%dmg.
Hal Jul 14th 2010 7:11PM
Also, I still haven't seen a satisfying answer to my concern on Holy Shield; the way the talent is worded, it looks like Holy Shield the spell grants the Crit reduction. Is that the case?
McRaider Jul 15th 2010 5:16AM
The idea makes me shiver too, but it shouldn't be a real problem, because I'm used to press it every time it comes out of cooldown. Now when it doesn't have any stacks, I dont know if I should be happy or sad about this.
Goradan Jul 15th 2010 10:37AM
I really don't think Holy Shield and the Crit reduction are tied in any way OTHER THAN being in the same talent. Especially given that they want us to use Holy Shield when we need it rather than on every CD, I think there is just a missing comma or something in that tool-tip.
Jer Jul 20th 2010 4:55AM
I obviously have no real idea, but the way I read it is that Holy Shield is no longer a spell but rather a passive ability. There is no mana cost or duration listed in the tool tip like other spells or abilities you have to cast manually. So i think you put talents into it and get the crit reduction and damage on block passively, all the time.
ilovewow Jul 15th 2010 12:38AM
Does no one else find it stupid how our only silence also fazes them? There'll be a caster chilling over there casting on me so I avenging shield him to silence him and he only gets halfway to me cuz he also got dazed. I think it's really stupid and they should give us another ranged silence or at least make a glyph or something that removes the slowing effect.
Am I the only one who is bothered by this? I've never seen anyone else complain about it. But it's a pain in the ass. Just food for thought