The Light and How to Swing It: Protection in patch 4.0.1

My fellow tankadins, I know we haven't talked in a while. I've been talking to the ret pallies lately, but I haven't forgotten about you. The main reason is that I kind of swapped over to retribution during that time period where the devs were mucking with Holy Shield so much, and it was a little more consistent to swap over to something else during that time period. I even had my newish tanking gear back on while playing on the beta lately.
However, a lot has changed since we last spoke, and it would behoove us all to get down to business. Tanking as you know it, with our fairly static rotation of 96969, is gone. Divine Plea's refreshing with melee hits is also gone. Also, we now have another resource bar to watch, in addition to mana. Be not afraid. There are answers beyond.
Holy power
For a long time, I've thought that paladins didn't work quite right using just mana. We are one of two classes in this particular, peculiar scenario, in which caster specs and melee specs are combined using the same resource system. Shaman have two caster trees and a melee tree, whereas we've got two melee trees and one caster tree. With that diversity, it's pretty hard to have a resource system as simple as mana that works correctly for all three specs. (Sure, I could include druids in this example, but Blizzard bypasses this setup by letting feral druids use energy and rage, while the casters use plain old mana.)
To remedy this situation, the developers at Blizzard decided late in the beta process to bring out a new system called holy power that all three pally specs could use. It's essentially a targetless combo point system that only affects a handful of abilities. The key part of this concept is that this particular handful of abilities includes most of your key abilities. You can't just ignore them and pretend they aren't there.
Holy power has two parts: holy power generators and holy power releases. (I'd use the term "finisher" to bring it more in line with rogue functionality, but finisher really isn't the right term.) You'll be spending most of your time earning holy power and then hitting your release when you've earned 3 holy power. It sounds complicated, but it's not. These are abilities you'll want to be using, anyway.
Protection paladins have two different holy power generators that share the same cooldown. The first one is Crusader Strike (CS), which is now baseline for the class. It does a lot of damage to a single opponent. You also have Hammer of the Righteous (HotR), which does less damage but can hit multiple opponents like it does now. The reason for having two abilities comes down to mixing up your rotation according to what you're fighting. If you only have one target, you'll hit CS, as it does more damage to that single target. If you're fighting multiple bad guys, you'll want to press HotR, as it hits multiple opponents. The numbers are still being tweaked, but for one to three targets, you'll use CS, and for four or more, you'll use HotR for the best threat.
OK, you've earned some holy power, but now you've got to do something with it. You have a maximum of 3 holy power that you can earn at a time, and each ability that uses it does something different with it. Most of the time, you'll be using Shield of the Righteous (SotR -- and yes, the devs added the word "the" and removed the "ness" from the end) as a holy power release. Its damage scales based on how many points of holy power you had stored up, becoming more efficient with each additional point. You've also got an instant heal called Word of Glory (WoG) that returns a flat amount for each holy power you've earned up. Once the expansion comes out, you'll have one additional release called Inquisition that gives you a 30 percent holy damage buff for a flat amount of time per holy power.
What holy power means for tanking
Without certain talents to modify things, holy power wouldn't mean much other than showing how much threat you produced. But we all know things are never that simple.
One of our most important abilities to keep up is Holy Shield. The problem is that there isn't much room in the rotation for it anymore, with everything you need to do with holy power. The solution? Remove the button. Oh, it's still there, but it now tags along on a couple other abilities -- namely, Inquisition and Shield of the Righteous. Whenever you press either SotR or Inquisition (no matter how much holy power you have earned up, as long as that number is at least 1), it will kick on the Holy Shield buff for 20 seconds at its full strength.
The plate-clad shoe has dropped. You need to manage your holy power properly so that you keep Holy Shield up and active. Now, this is actually a fairly forgiving setup, as the minimum holy power needed to put Holy Shield at full is just one. Uno. Ein. Une. Yksi. This is probably how you'll start each fight: Hit CS and then SotR to get Holy Shield rolling before getting into a real rotation. Hitting any of your holy power releases at 1 holy power will almost never be optimal, but getting Holy Shield up is an exception.
We did have that other holy power release called Word of Glory earlier, and if you'll notice, I didn't mention it when I was talking about Holy Shield. That's because its use is going to end up being more for magic-related fights than ones where things are beating on you. Guarded by the Light has been repurposed to both buff the healing done by this ability as well as let any overhealing create an absorption bubble for a couple seconds, so as not to be wasted.
What else has changed
Some changes have hurt. Ardent Defender, the awesomesauce talent that it was, is gone. It still exists, but in a slightly revamped form. Instead of being a passive talent, it is now an actual ability that you have to click, with a 3-minute cooldown. It gives you the same 20 percent damage reduction that Divine Protection gives (yes, all Shield Wall-type abilities were nerfed to line up with the much, much higher level 85 health), but it has the ability to save you from death during the 10 seconds it is up.
Blessing of Sanctuary has been reduced to a talented passive buff simply called Sanctuary that makes you immune from melee critical strikes (from monsters, not players). It still has its mana regeneration component and damage reduction, but the strength and stamina bonuses are gone.
You really won't have much reason to worry about Divine Plea as much as you do now. This is good, as its mana regen got nerfed down to 10 percent, and we wouldn't want to rely on that. We now recover 25 percent of our mana over 10 seconds with each judgement as part of the spec with Judgements of the Wise. This should actually end up being better than Divine Plea, refreshing on melee attacks in those awkward situations where trash was spread out far enough to give us fits.
Holy Wrath is now an actual rotational ability. It damages everything, but only stuns demons and undead. You can get a glyph to add dragonkin and elementals to the list of mobs it can stun, and with the number of them I foresee us facing in the expansion, that might not be a bad choice.
Blizzard has changed Avenger's Shield into something akin to the way retribution uses Exorcism. The talent Grand Crusader has a chance of resetting the cooldown on Avenger's Shield, letting you bring it out more often in fights. You can either use it to grab an additional pack of mobs or to shovel some more threat on top of ones you're already fighting. Blizzard has also removed the dazed effect from it, so it won't take forever for your pull to arrive.
Divine Sacrifice has finally gone away. In its place is Divine Guardian, which is an ability version of all of the extra stuff you liked about Divine Sacrifice to begin with. It will pop a 20 percent damage reduction wall (aka "raid wall") on everyone in your party or raid. The major bonus is that there is none of that damage redirection component that Divine Sacrifice had. The drawback is that doesn't include you in this 20 percent damage reduction. This is also out of reach for both holy and ret paladins, so if you want something done right, you'll have to do it yourself.
One ability that has changed a lot is Consecration. It isn't something that you can keep up constantly anymore. Baseline, it costs over half your mana, lasts 10 seconds and has a 30-second cooldown. You can alleviate part of these demands with the new talent Hallowed Ground, which can reduce its mana cost by 80 percent as well as buff its damage by 40 percent. Seeing as Blizzard wants us to AoE less, I don't really have a major issue with this change, and I've got Holy Wrath for quick threat anyway.
I covered some additional changes a few weeks back, about everything that got consolidated or removed, as they were plentiful enough to need a post of their own. This is only the surface of everything that has changed, and we'll be taking a deeper look as the Cataclysm draws nearer.
Filed under: Paladin, (Paladin) The Light and How to Swing It, Cataclysm






Reader Comments (Page 1 of 3)
hervoheebo Sep 15th 2010 5:11PM
Is there a good video showing all the modified abilities? I've searched far and wide, but to no avail.
niko Sep 15th 2010 5:11PM
prot looks to be super fun, almost warrior-like! gotta love it.
Petrus Sep 15th 2010 5:24PM
Despite the appearance, it's actually not as fun yet. CS is the ONLY holy power generator, and we have a crazy ramp-up time that isn't very fun. The "numbers pass" also hasn't happened yet, so CS hits like a wet noodle until you've got some big Cata blue weapons to use it with. SotR is really fun because of Sacred Duty, a proc from Judgement that makes your next SotR crit, and they tend to crit in the 5-digits range, so that really is quite fun.
Ultimately, however, we still feel slow and gappy with not much else to do in our rotation than CS, Judge, AS, and SotR. We do have Consecration and Holy Wrath, but those are _meant_ to be AoE abilities and not as useful in single-target situations, though they're currently seeing a lot of use in those situations because we don't have anything else to hit.
Boobah Sep 15th 2010 7:24PM
I disagree that Holy Wrath is an AoE-only ability. You don't want to use it in the middle of a pile of CC'd mobs, but since the same damage is divided up among any number of mobs, it does ten times the damage to one mob as it does to ten.
leo Sep 15th 2010 8:59PM
Well it doesn't matter, since HW can't be used near CC'd targets. There are a lot of those now.
Current problems from my POV (and yes, I'm on the beta and have actually tested things):
- Holy Power isn't working out for our spec at all. It might get better with another source of generation but it just feels wrong. It's awesome for Ret, but not for tanking. Also there is no "choice" for what to spend our Holy Power on. We kinda need to use it all for threat unless we want mobs running around killing people.
- Our cooldowns are crappy. We have a barkskin clone (Divine Protection), a shield wall clone (Guardian of Ancient Kings) and the crap pile that is Ardent Defender. Sure it can prevent death, but you hardly use it like that in practice. We need another major cooldown.
- Our "rotation" is strange yet boring yet complex and not reactive at all. What was our role again? Tanking? There are strange gaps and it just feels wrong. You can get cooldown locked and not have a single ability for stray mobs in CC single target situations.
The ongoing feeling about the spec is that you don't have any control over what you are doing - be it needing a cooldown for "oh shit" moments or generally picking up adds and keeping them on you.
I really really hope they make some huge changes, because at the moment it's not fun at all.
Hahahaha Sep 15th 2010 10:54PM
Even if you didn't pay attention in beta, the article clearly provides three "choices" for holy power release. From what I can figure, Inquisition for when fighting multiple targets, SotR for single and WoG against magic opponent.
Already got three damage mitigation CDs and we need more? Why exactly?
A paladin tank getting CD locked is unheard of, with two separate CD taunts (unless they are changing it) one must really suck to not be able to handle strays OR dps must have to be really really stupid to attack everything but what tank is focusing on.
(cutaia) Sep 15th 2010 5:20PM
I tried tanking some heroics in the PTR last night, and while it felt a little clunky to me, I get the impression that it's strictly because of the newness of it all.
Personally, I think this new, more reactive tanking style is going to be a lot of fun.
(And thanks for the prot post!)
Eturyu Sep 16th 2010 12:24AM
I've been a pally for ever, healin in Vanilla cause ......thats all we could ldo lol. Later have been Rofl ret who couldn't get into raids cause we had no cc, and how do you do heroics withought CC in TBC? in wrath, (or just at the end of TBC) we got given replenish, and rpent, are dmage was boosted, we were made uber and a million people became ret.
I got given a Beta pass pretty early, and i played Beta till about a month ago, i'm not a math wizz, and i'm not uber insightfull, but this is the 1st time EVER i have NOT had fun on my pally...
We've been up and down Nerf wise it never bothered me when were underpowered, it definatley was fine when we were overpowered, But this is the 1st time since vanilla i have not had fun on him.....even with all the shiny new stuff.
Hollow Leviathan Oct 12th 2010 5:51AM
I hear so so many terrible things about the state of tankadins, I'm fairly scared of logging in tomorrow. I've been tanking since TBC, but will I continue? I'll weep a little into my cuff if I have to switch mains, esp. prior to the account-wide achievement patch GC loves to talk about.
Maybe I'll switch to Holy and cleanse warriors, like Elune intended.
TickleGremlin Sep 15th 2010 5:22PM
Nice info there. Might even finally level my paladin past 54. Oh my god you used finnish in your article. I'm totally awestruck here o.O
McRaider Sep 15th 2010 6:07PM
SUOMI FINLAND PERKELE!!!
Gregg Reece Sep 16th 2010 1:30AM
I waned 'one' in a bunch of languages and for whatever reason Finnish struck me as fun to use. I actually chose it before even adding French.
Sean Sep 15th 2010 5:23PM
Pretty intense changes. I guess it's not such a bad thing that I never got to 80 with my Prot Pally. I would have gotten too attached to the current "easy mode" model and may have had a harder time getting use to the new system.
Eturyu Sep 16th 2010 12:34AM
This is funny, much less buttons in the rotation now....because its either Aoe or single target roation... not just all ur buttons all the time... Half the stuff we used to have to keep up is either gone or been baked into somthing else ala shield....once they get the numbers right, cata IS going to be ez-mode tankin....they even said they want a "simpler model"... its just now instead of using like 9 buttons on most pulls (including 10min buff cause nobady else ever wants my prot buffs) SS, Divine plea Consc....Shield....+rotation.....now its like "use those 5 buttons when aoe, and use a different 5 buttons for single target).....the actual; playing of a prot pally is easier than ever to do right
DragonFireKai Sep 15th 2010 5:25PM
My only complaint about the new system is that our big, snap threat ability, Shield of the righteous, only works if it has 3 stacks of holy power. Otherwise, it hits like a melee hunter.
That's ok, but the problem stems from the fact that, unlike ret or holy, prot currently has no way to build holy power outside of Hotr and CS, both of which are on the same 4.5 second cooldown. This means that we have a 14 second wind up before our first major threat spike. In the meantime, a warrior can Shield Slam as soon as they're in range, druids can maul right off the bat, and DKs can rune strike as soon as they dodge an attack.
It's one thing to ask DPS to hold off for a few seconds so the tank can gain aggro, but 14 seconds is rediculous.
The easiest solution would be to add a a holy power generation to divine plea in a prot talent, so we can frontload our resourse, just like DKs can with Horn of Winter, Warriors can with their shouts, and druids can with enrage.
brian Sep 15th 2010 6:41PM
Well, there is Avenger's Shield for running in. So I ask: Does Avenger's Shield hit that much weaker than Shield Slam, Maul, or Rune Strike, especially when you can glyph it for single target out of combat?
Additionally, if you grab Improved Judgments, you could even Judge after/before running in, to make your first Shield Slam crit when you put up Holy Shield. (You could also cast an Exorcism before running in, but that's not quite the same)
Eternauta Sep 15th 2010 7:04PM
^ This
Hahahaha Sep 15th 2010 11:45PM
I cannot understand how everyone is calculating 14 secs for 3 holy power. The way I count it I get 3 holy power at 9 secs and release at 10.5 secs.
My calculation:
CS/HotR at 0 secs - next available at 4.5 secs - 1 holy power
2 fillers
CS/HotR at 4.5 secs - next available at 9 secs - 2 holy power
2 fillers
CS/HotR at 9 secs - next available at 13.5 secs - 3 holy power
Holy power release at 10.5 secs
Am I doing something wrong here?
cedric.roland Sep 16th 2010 2:38AM
@Bryan:
It SEEMS (not in the Beta, based on theck and Anafielle's posts) that our Avenger Shield is currently hitting like a nuclear truck on steroids, even BEFORE the glyph, and might become our #1 priority threat-wise.
I'll add to that that Blizzard had stated that people shouldn't be AoEing like stupid, I'm assuming that a DPS shouldn't be able to out-aggro you on your main target, and should they aggro another mob, they deserve a mighty slap in the face, courtesy of the aggroed mob.
Make me think (rant time) that i've currently seen more than a couple DPSers that grabbed *something* and then went crazy on it, preferably something no-one else dpsed. I mean GODS, is it too much to ask to help the tank as well?
Mike Sep 15th 2010 5:28PM
I copied my Paladin to PTR and tried both Prot (main spec) and Ret (offspec), and I can guarantee that Ret will takeover as main spec. Prot in 4.0 (at least at 80) feels a lot like Ret in 3.x, very boring. Will need more testing however.