The Light and How to Swing It: Guardian of Ancient Kings for prot and ret

I've been holding off on talking about Guardian of Ancient Kings (which I'll abbreviate "GK" and pronounce "goak" because, frankly, why not?) for a few different reasons. One, it wasn't implemented, and two, even if it were implemented, we couldn't level to 85 to use it. Both of those have changed in the past couple builds.
So, we've got a warrior of the light who will stand by our side and do ... what was it again? Oh, right. Something completely different depending on what spec you are. If you're holy, it helps heal; prot, it helps you tank; and ret, it helps do damage. This is intended to be a major cooldown for whichever spec you've chosen and will adapt appropriately. It is the Batman of abilities, with something in its utility belt for everyone.
Guardian of Ancient Kings for holy spec
Apologies to holy paladins -- I can give you the ability text, but I haven't gotten to play with your version of the ability yet due to a lack of healing gear. As much as I would absolutely love to get into the minutia of this ability's interaction with all of those wonderful new holy spells, I just haven't had time to keep up with everything new in the holy tree for Cataclysm. I would inevitably mess up the holy information, and then you'd all post nasty things about my dog (which is strange, because I don't even have a dog), or I'd forget about Light of Dawn or Holy Radiance and how those AoE heals would be considered in the "5 next heals" part of the text. I have no idea what those interactions would be, but I'm sure Chase does -- and I'm sure he'd love to answer your holy paladin questions, if you ask him nicely.Summons a Guardian of Ancient Kings to protect you for 30 sec.
While active, your next 5 heals will cause the Guardian to heal the same target for the amount healed by your heal, and friendly targets within 10 yards of the target for 10% of the amount healed.
I love you guys. You're wonderful, but I don't want to mess up talking about your version of a cool, new skill. Please don't kill me.
Guardian of Ancient Kings for prot pallies
If you've been following the tanking changes in Cataclysm, then you know that a lot of the various tanking cooldowns have been adjusted to match up with the new healing/health model. This means our old friend Divine Protection got reduced from 50 percent down to 20 percent damage reduction. Ardent Defender is now an ability instead of a passive talent, but it also affords a 20 percent damage reduction in addition to its ability to let you cheat death. Let's look at what GK does for us:
With all of the survivability revamps for all tanks, it's nice to have some big tanking cooldowns to rely on. Every 5 minutes, you can toss out a 60 percent damage reduction for yourself. Putting three talent points into Shield of the Templar will reduce the cooldown down to 2 minutes. This gives you four tanking cooldowns that you can use: Divine Protection, Lay on Hands, Ardent Defender and Guardian of Ancient Kings.Summons a Guardian of Ancient Kings to protect you for 12 sec.
While the Guardian is active, all incoming damage is reduced by 60%.
I really wish I could say more about it. However, GK for prot is just a really simple but extremely powerful damage reduction buff.
GK for retribution paladins
We've got a lot of things to manage now. You've got to watch your holy power, keep Inquisition up, hit Zealotry when it's up for a damage rich rotation, and take care of Art of War procs and Avenging Wrath. With all of that extra depth to the class, there are times when you just want: "Step 1: Hit stuff. Step 2: ???. Step 3: Profit." That's what you're getting with GK.
Summons a Guardian of Ancient Kings to attack your current target for 12 sec. While active, your and your Guardians attacks cause you to be infused with Ancient Power, increasing your strength by 20 per application.
Summon your guardian and just blow all of your other cooldowns to maximize your damage.After 12 sec or when your Guardian is killed, you will release Ancient Fury, causing 102 damage plus 102 per application of Ancient Power, divided among all targets within 10 yards.
Ta-da! Profit!
...
OK, it's a little more complex than that. Let's look at the first part. GK summons a guardian to attack your current target. So, you'll be doing additional damage based on that. There hasn't been a real numbers pass on abilities, so I'm going to wait until closer to release to talk about that part (especially since that "numbers pass" might include changes to stat conversions).
Second, every time you or your guardian hit your opponent, you'll be accumulating a stacking strength buff. OK, the obvious answer to this is get as much melee haste as possible to stack up that buff as high as you can. This is actually a decent theory. The problem with that is, as I said earlier, is that we aren't finished with numbers passes yet. I wouldn't necessarily stack just haste on gear, because mastery, hit, expertise and crit are always good as well. What I would do is take advantage of Bloodlust/Heroism/Time Warp. If you're in a raid or even a dungeon, someone is going to have this from time to time, and a good group usually chooses which fights they're going to use it on. Of course, this is newbie damage-dealing: Blow your cooldowns during Bloodlust. Let's see what else we've got.
Third, we've got the finale of the act. Either at the end of the guardian's duration or whenever someone kills it (yes, ret's is the only version that can die), the guardian will blow all of that wonderful strength buff stack as damage. This is going to be dished out among everything you can attack within 10 yards. If you're standing next to a crowd-controlled target? Broken. If you're standing next to a killable but non-aggressive mob of some sort? Consider it attacked. Bugs? Attacked (although your Holy Wrath should have killed all of them).
Your stacking strength buff is gone and you end up with a lovely damage spike on the meters.
I've said a couple of times that you really don't need to worry about numbers right now. The devs will balance things as they see fit, and we'll probably have hotfixes nerfing one thing and buffing another. That's how the start of expansions work, especially with as many class changes as we've seen to everyone. Just be sure to give truthful feedback on how everything works together.
Filed under: Paladin, (Paladin) The Light and How to Swing It, Cataclysm






Reader Comments (Page 1 of 3)
Kurick Sep 22nd 2010 11:27AM
Wow well im actually surprised - this seems a workable model - ignoring numbers ofc atm. I personally dreaded seeing what a mess they had made - but it actually seems someones put in a lot of thought into making it the utility belt of pallys
Jez Sep 22nd 2010 11:30AM
Guardian of Ancient Shadowmournes... sounds fun.
However, seeing the abilities on YouTube etc, the model is lame, the sound he makes is pathetic, and it would be nice if they made a female one for the girls.
I hope that model isn't final, anyway. It just grunts and is made up of two colours.
Jason Sep 22nd 2010 11:30AM
Does GK have a Mana cost? Does it kick of the bane of my existance - Forbearence (sp)?
Sithril Sep 22nd 2010 12:40PM
Nope and nope.
By the way, didn't GC or someone else mention, that they'd rather get rid of Forbearence altogether? It's some month since I read that post, so my memory might be playing tricks.
clundgren Sep 22nd 2010 4:15PM
He did and they haven't. But they should, since our defensive cooldowns are a shadow of what they were a year ago. For example, divine protection is nerfed from a 50% to a 20% damage reduction -- does that really justify forbearance?
Trilynne Sep 22nd 2010 11:34AM
Abilities being added to the prot action bars: Holy Wrath, GoAK, Ardent Defender, Crusader Strike
Abilities being taked off the action bar: Holy Shield
Am I missing any? If not, time to come up with more key-combos for cooldowns... xP
Not much to say about GoAK itself for prot except 'awesome'. :P
Obeyfez Sep 22nd 2010 11:52AM
Why is Hoy Wrath not on your bar currently?
Yes, I know its not part of the 9-6-9 rotation, but have you taken it for a spin in ICC? Glyph it for the 15 sec version and go have some fun rounding up all those undead mobs!
Trilynne Sep 22nd 2010 12:00PM
I do use it in ICC, but I'm not raiding regularly right now, so I don't get into ICC -that- much. :P And when I do, since it isn't glyphed, I can just click it(*gasp!* the horror! I know!) when it's up.
Pyromelter Sep 22nd 2010 11:37AM
Hey greg, does tooltip for GK actually change based on your spec? Or do all 3 versions appear in the tooltip no matter what spec you are in (kind of like the druid talent master shapeshifter where it states 3 different things based on spec)?
Pyromelter Sep 22nd 2010 11:47AM
Well, let me answer my own question, just saw a video on youtube, and the tooltip shows only the guardian effect that is specific to your spec. Very cool, very cool indeed.
(p.s. The Prot one, current animation looks like a simple PW:S bubble. If blizz wants to be really cool, they should make the bubble look like the val'anyr bubble. IMHO.)
Gregg Reece Sep 23rd 2010 12:42AM
I put a gallery at the bottom of the post with all of the tooltips for each spec. If you haven't picked a talent tree yet, the ability text actually instructs you to do so in order for it to work.
Vladeon Sep 22nd 2010 11:39AM
in before huge nerf to the prot GK. Seriously though, that's an insane cooldown, especially when you'll be dodging like crazy, all the armor will already reduce incoming physical damage by a crazy amount. Looks to me like every 2 min. you'll be invincible for 12 sec. I could see them dropping it down to 20% and adding a minor heal or something to it. It seems really over powered. I mean, granted, I'm not complaining cause I play a prot paladin, but damn, 60% damage reduction is a lot since you'll already be having something like 50% damage reduction from your armor.... not to mention all of the avoidance.
Pyromelter Sep 22nd 2010 11:55AM
They won't nerf it, unless they nerf every other tank too. GoaK for Prot is meant to be used like Shield Wall. Bears recently received a change to a talent that does the same thing. Blood DK's will use Icebound Fortitude in the same manner.
Same effect for all 4 tanks (60% damage reduction for 12 seconds).
The change to Divine Protection mirrors other abilities: Barkskin for bears, Bone Shield for DK's. Not sure if there is a similar one for prot warriors, can't think of one or find one atm.
veil Sep 22nd 2010 12:14PM
people cried the same thing when the mage's mirror images were first seen. damn those f'ing paladins...i'll gladly trade my wholly uninteresting gargoyle for a pet tyrael cd...
Baek Sep 22nd 2010 3:00PM
Doubtful that you will have that much avoidance starting out. Running a regular Vortex Pinnacle there were instances where I had to chain my cooldowns (on trash no less, Cloud Princes hurt). Having that kind of damage reduction will be a lifesaver not only for you but your healer's mana pool. Lots of stuff happening in the new instances and any edge you can take off the healers is well worth it especially since a lot of our cooldowns will now be between the 1-2 minute mark. And no, you won't be invincible for the duration, there is some heavy hitting stuff in there atm.
To put it into perspective, the premade Paladin tanks (granted they have some str gear that you share with dps) has around 100k HP and maybe 10%-13% avoidance at 85 I think. So starting out, you won't feel as OP as you might think.
http://www.worldoflogs.com/reports/ssi3uvtnx9a74u37/
WoL of my one and only Vortex Pinnacle run on a premade, started it after a couple pulls cause I'm a nob and forgot to type /combatlog but anywho.
Baek Sep 22nd 2010 3:17PM
My link wasn't supposed to be an active link, don't know why it is... I think that's not allowed so my bad there.
Saeadame Sep 22nd 2010 3:34PM
Bear druids had their Survival instincts changed to be 60% damage reduction too, so they'd have to nerf both. Although, druid tanks only have one other damage reduction CD... Barkskin (20%). So maybe they will just nerf Paladin's because they have more. We shall see...
thebitterfig Sep 22nd 2010 7:16PM
Warriors have a minor cooldown in Shield Block, which cranks block rate to 100% for 10 seconds. In effect, this is a more than 30% damage reduction on physical attacks, since regular blocks prevent 30% damage, and warriors will have a chance for Critical Blocks from mastery. The downside of Shield Block is that it basically only effects melee swings from bosses, and won't do much against a dragon breath (except greatly weaken the attacks which follow it, allowing your healers to recover and top you back off).
Irontoof Sep 22nd 2010 11:51AM
so, basically thats a personified Shield Wall, Summon Ghoul and Tidal Waves all in one?
SunGod228 Sep 22nd 2010 11:51AM
I'm a little disappointing because I was partial to GAK.