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
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Reader Comments (Page 3 of 3)
sclark1138 Sep 15th 2010 8:20PM
Do you find with the new rotations, you're popping Avenging Wrath more often, to get a leg up on threat? It seems like we have more to manage, with less buttons, which I like.
DragonFireKai Sep 15th 2010 8:25PM
Avenger's Shield hit's fairly hard, but not much more than say, heroic throw. And nowhere near where shield slam has been hitting for on beta. A warrior who Shouts>Heroic Throw>Charge>Shield Slam will build up far more threat than a pally who goes AS>Judge>CS>Sotr.
It's not going to be a gamebreaking difference, except for on tight DPS races in line with Hodir HM, where you need to be able let the DPS loose ASAP.
I'm a firm believer that tanking classes should all have the same general toolbox. The same number of cooldowns, a pulling mechanism, the ability to generate threat, the ability to interrupt, within a certain margin. But one of the major flaws of the current overhaul is that it's destabilized the tanking balance that they spent all of wrath trying to get right. Now you've got druid tanks with 2 cooldowns, and DKs with 5. Paladins still lack a reliable interrupt, while Warriors have several. Paladins are now the only class that cannot debuff multiple mobs with the AP/AS debuff. All the tinkering is nice, but it's leaving some systemic flaws that I feel need to be corrected.
Gregg Reece Sep 16th 2010 2:41AM
I agree it's not going to be game changing and I'm not sure where I implied that it was. The proc on Grand Crusader is mainly meant to fill in empty GCDs and change up the rotation a bit.
Paladins do have a reliable interrupt in Hammer of Justice. There is a line tagged at the end of the Vindication talent that says "... In addition, your Hammer of Justice will interrupt creatures that are immune to stuns." So, if you can't stun it, you'll still be able to interrupt it (providing the spell can be interrupted). Also, the language on Avenger's Shield can be implied to say that it will also interrupt if it doesn't silence, but I haven't had a chance to actually test that particular part of it.
For Attack Power debuff, Hammer of the Righteous can spread that around to multiple mobs at once. However, you are right about only being able to do single target on the Attack Speed debuff.
As for tanking cooldowns, I'm not really concerned as much with the number as I am the uptime and quality of the cooldowns as compared to how the class functions in battle. If a class is already fairly tanky and their health goes down slowly, but steadily, then they really don't need cooldowns. If the class is a bit squishier and has to manage cooldowns in order to stay competitive then they need more cooldowns (or at least more uptime on them). Otherwise, it's just an epeen contest on who has more stuff.
There's a lot of survivability there, but I really expect them to muck with the details on these a lot. Because of that I'm waiting until a little bit closer to launch before talking too much about them.
DragonFireKai Sep 16th 2010 3:22AM
@ Gregg reece
A reliable interrupt is one that is off the GCD, and on a 10-15 second CD. Kick, Mind Freeze, Pummel, Shield Bash, Wind Shear, rebuke, are all reliable interrupts. HoJ is on the GCD with a one minute CD. For fights where interrupts are key, it is typically a 2.0-2.5 second cast. If you hit a spell right before the cast begins, you're looking at only a 500 ms window to actually get the interrupt off. That's unreasonable.
Vindication only affects the primary target of Hotr on Beta. Only one target. DKs can pestilence, and Warriors and Druids can demo, and get all the mobs attacking them, while paladins will be taking much more damage.
And tanking CDs are extremely important in raid content. Being able to reliably chain many CDs made DKs by far the most effective tanks in T7 and T8 content, and only having one CD, despite it being the most powerful single tanking CD, cause paladins to be nearly useless on encounters like OS 3D, Vezax HM, Thorim HM, Mimiron HM, and Iron Council HM. There will always be encounters with massive Burst damage that needs to be mitigated with a CD rotation, and the tank that can provide their own CD each time, rather than taking up other players GCDs to provide externals will be favored in progression. It happened in BC, it happened in wrath, and it will happen in cataclysm.
Gregg Reece Sep 16th 2010 1:08PM
@DragonFireKai
Blizzard has made it fairly clear that they want the melee DPS specs to do the interrupts and not the tanks. Yes, there are tanks that "have a reliable interrupt" using your definitions, but having DPS do it was the reason retribution was given it as the talented ability Rebuke instead of it being moved baseline for paladins. Between rogues, shaman, feral druids, warriors, dks, ret pallies, and I think even hunters that if the tank has to be the one worrying about interrupts that you need to fire your DPS and recruit new ones. Yes, it's nice to have additional toys, but there are 4-39 other people who can possibly provide them depending on what level of PvE you're playing.
The AP/AS debuffs, I really don't care at the moment. I'm not going to be facing 7-10 trash mobs at once anymore except in rare occasions. We've got one of the more reliable blocks in the game and can take the punishment. On boss fights, it's rare for a single tank to be grabbing multiple bosses at once, so being able to hit multiple bosses with those debuffs is also not much to worry about.
DKs were the tanks they were in T7 and T8 because they weren't balanced at all. Their number of cooldowns was fine, but the cooldowns weren't balanced to begin with. At that time you could run 5 level appropriate blood specced DKs through BC dungeons without needing a healer. However, yes, the primary reason these overpowered cooldowns were so effective was the massive boss damage mechanics you mentioned. The reason for these massive damage mechanics were that healers virtually couldn't run out of mana. They had to make the healers cast as much as possible, because managing mana was a joke.
In Cataclysm, the healing game is changing which also means the boss damage mechanics are also going to be changing. We're not going to see the exact same type of damage components in boss fights, because A) the healers would run out of mana. B) everyone has more health than they used to. C) bosses (in normal modes) will be hitting for less so that the time between alive and dead is no longer 1 healing GCD. We should be able to take 5-10 hits before dying instead of the 2 it is now.
All in all, I don't care what someone else's toolbox looks like. I just care that mine works and does the job it needs to do.
Tankadin Sep 16th 2010 2:18PM
@greg reese
All tanks except paladins have a reliable interrupt. Your wording makes it sound like it maybe there's another tank in the same boat.
I call complete BS. I've run heroic Lady Deathwhisper on my prot paladin and it is a nightmare watching her frost bolts not being interrupted by these other "DPS spec" just ignore them.
If they're going to make prot paladins feel more like warriors because they thought prot paladins were too faceroll, then give us more tools so we actually have something to do against a battle complexity like spells that need to be interrupted.
Fair is fair
DragonFireKai Sep 17th 2010 3:21AM
@Greg reece
Blizzard never said that they don't want tanks handling interrupts. and Paladins are the only tank without one at the moment. Druids have skull bash on a 10 second Cooldown, DKs have Mind Freeze on a 10 second CD, Warriors have Shield Bash on a 12 second CD, and Pummel on a ten second CD. All off the GCD. Paladins have Hammer of Justice on a 60 second CD, on the GCD. That's a noticable disadvantage.
As for not tanking multiple mobs. I've tanked multiple bosses on every council fight released. I tanked two members of the Iron Council, two members of the Blood Prince council, two members of the Wizard of Oz in Kara. I've tanked multiple adds on practically every fight that has them. Lady Deathwhisper, Gunship, Valithria, and the Lich King, in ICC alone. These style of encounters will continue in Cataclysm, as the Twilight Council and the Conclave of the Wind show 2 council fights in the first tier alone.
You're confusing the bosses with absurd melee damage, like Ignis and XT, with the bosses that had reliable burst abilities that require CDs, like Sarth, Steelbreaker, Hodir, Mimiron, Vezax, and Algalon. The absurd melee damage has been toned down since Ulduar, however, fights like Gormak, Anubarak, Festergut, Sindragosa, and the Lich King show that the cooldown rotation model of boss damage is alive and well. Those are the fights where multiple cooldowns shine, and those, aside from Gormak, were all fights that DKs excelled at.
The change to incoming damage has been harkened as a return to BC style encounters. Where... tanks stacked stam, were integral parts of interrupt rotations, and lived and died by CD rotations on encounters like Illidan and Felmyst. In the ICC raiding environment, there isn't a single boss that can two shot a decently geared tank with a non timed attack. Festergut's inhales are on a timer, as is Sindragosa's blistering cold, the shambling Horror's enrage, and the Lich King's Soul reaper. survival CDs are no longer the provebial "Oh Shit button", they are to be saved for a specific point in an encounter, and if you slip up, and miss the CD, or pop it early, the raid will wipe. It's not designed to challenge healers, because if the CD is there, the damage is nothing special, it's designed to challenge raid coordination. If your tank can handle them all, by himself, you stand a much better chance of success than if you had to rely on two or three other players to handle that on top of their normal duties.
leo Sep 15th 2010 8:38PM
Seriously, have you done more than 5 minutes of research on this? You didn't even mention Guardian of Ancient Kings or the problems with Holy Power at the moment.
Telwar Sep 15th 2010 9:06PM
4.0.1, not Beta.
You know, on the PTR, you can't get Guardian of Ancient Kings, because you can't level to 85.
Xayíde Sep 15th 2010 9:55PM
Read at least the title before being a smart ass.
Gregg Reece Sep 16th 2010 1:58AM
The whole point of this article was to get people ready for that period of time before the expansion hits when Blizzard has released all of the new class changes. This usually happens about a month (ish) before the actual expansion hits.
Have no fear, there will be more articles that will expound on everything that we'll be seeing above level 80 in the future and when everything is much closer to being finalized.
Xayíde Sep 15th 2010 9:54PM
Consecration's tooltip says: "... doing (8 * (0 + 0.027 * holy power.027 * AP)) Holy damage ..."
Is it another holy power release? Or does it do damage based on current holy power without consuming it? Or is the tooltip's "holy power" just your plain old holy spell power (I doubt it)?
Gregg Reece Sep 16th 2010 1:37AM
It's just holy spell power.
Burntpepperoni Sep 16th 2010 9:17AM
It's really hard to tell what's really going on with Tankadins in the PTR at the moment (in heroics anyways), in my experience, because everyone is geared to the hilt -- far beyond the content. Dps is managing to kill most mobs before I can get threat high enough to really control more than one mob. And just like the old warrior-sundering-til-3 days it seems like we're going to need dps to hold off for a few seconds before we can really hold aggro on multiple mobs.
From what I hear from the Beta, this isn't such a big problem since there is more CC and such.
Gregg Reece Sep 16th 2010 1:12PM
That's true for all tanks right now. None of them have great AoE threat at the moment.
Lad Sep 16th 2010 10:17AM
Blizz broke tankadins, just get rid of the class and give warriors a 4th talent tree that heals.
bookie Sep 17th 2010 5:20AM
prot pallys dont have crusader strike dude...
sintia Sep 29th 2010 6:32PM
tankadins does not work well with the holly power at the moment and it must be changed or this patch will have no tankadins so we should have atlest 1 more holy power regenerating attack with around 7 sec cooldown or remake holy wrath to have a lower cd