The Light and How to Swing It: Cataclysm 101 for protection paladins

We're doing a quick series on what it means to be a paladin in Cataclysm for people either coming back to the game after an absence or trying out the class for the first time. If you missed last week, we covered retribution paladins and some beginner info for them, and hopefully we'll finish them up next week. But first, we're talking about protection paladins and their 101 introduction.
What is the protection spec?
Last week, I talked about what it means to be a retribution paladin. I talked of the greatness of beating things over the head with a big stick for great justice. However, protection paladins aren't the type of fighters to just bash things over the head with a stick. They are the tortoise to retribution's hare in more ways than one. They are the ever-vigilant protectors of righteous causes, readying their shining shields to block the oncoming onslaught.
Protection paladins are the iconic look for paladins in most fantasy gaming. Dressed head to toe in polished plate armor, carrying a shield in one hand and a sword or mace in the other, they are the gleaming jewel of chivalry and champions of the Light. Protection paladins are able to take the never-ceasing assault associated with their role as guardians and not only survive but thrive in that brutal environment. These great sentinels take the slow, hard, steady path, compared to the coup de main of their retribution brethren.
Protection are tanks, pure and simple. Sure, as a hybrid class, they get some perks usually associated with their holy and retribution siblings, but soaking damage is their real gift. Any healing abilities they use have zero cast times and are meant to either mitigate magic attacks or serve as tanking cooldowns. The damage cooldowns they share with retribution are great for quickly building up threat for tanking.
Paladins are a blue-bar class, so they use mana for most of their abilities. I did say "most" of their abilities, because in Cataclysm, Blizzard added a new resource bar to the class in addition to mana, called holy power. Holy power functions a lot like a rogue or cat druid's combo points but only goes up to 3. It is meant be built up quickly and then used.
What are protection's benefits?
As conceited as it may sound, you fill a desperately needed role, and people need you. Because of that tanks, go through the random dungeon finder queue faster and are quickly grabbed for PUG raids. Due to tank burnout (we'll talk about that later), good tanks are usually in demand by guilds to replenish their ranks.
I talked a bit about this in the article last week, but paladins are extremely popular. Part of this stems from the fact that historically, we're an easy class to level. As such, paladin resources abound if you're looking for answers about the class and spec.
While part of this stems from the fact you're a tank, protection paladins are fairly indestructible. They have a lot of great tanking cooldowns and decent self-healing, and they are designed to be able to handle multiple targets at once if need be. However, we're not completely indestructible, and this false sense of security can get us in trouble sometimes ... like when questing and deciding to pull half of an enemy encampment because we thought, "I can take 'em."
Gear competition is much less as a tank. In 5-man dungeons, this really comes down to the fact that you're going to be the only tank rolling on items (unless a plate DPS happens to be trying to build a tank set). In raids, you'll usually be given priority on tank items if you're filling that role, and again, the competition is usually fairly slim. It's even better when your other tank is a druid and couldn't care less about the plate armor drops.
What are protection's drawbacks?
As a tanking spec, you're susceptible to a phenomenon known as "tank burnout." From issues ranging from undergeared healers who can't keep you alive to overgeared DPSers who keep pulling threat off of you and shouting "go go go" between pulls, the job can be rather stressful. Despite what actually happens, you'll also take a quite a bit of blame for things going wrong. Then there is the fact you'll be expected to be in charge most of the time. All in all, it's a fairly high-stress job that not everyone is cut out for. Even if you are cut out for it, taking the occasional break is going to help save your sanity.
You lack a bit of mobility. By "a bit," I mean you lack any real mobility features. You don't have easy access to any running speed increases via talents, you don't have a charge ability, and you don't have anything like Sprint. The only mobility feature you have is Hand of Freedom, which removes any snare effects that might be slowing you down. This goes back to the tortoise versus hare reference I made earlier; what you lack in speed, you generally make up for in utility and toughness.

Stamina has a couple of different uses for us. First off, it adds to your health pool, which I'm sure we can all agree is a good thing as a tank. Secondly, it affects Vengeance. For those of you unfamiliar with Vengeance, it's a nice little mechanic meant for raiding so that the tanks can scale up with DPS in later tiers and keep decent threat. The way it does this is by converting damage taken into additional attack power that all scales off how big your health bar is.
Strength is technically a useful stat but not generally something you actively stat for. Strength gives you threat by directly upping your physical damage and indirectly upping your spell power through Touched by the Light. However, you'll occasionally have the need to build up a threat set and adding strength will come in handy. It also provides a bit of parry.
Hit rating is one of the first stats you'll worry about along with expertise. If you aren't hitting your opponent, you're not doing damage to them. If you're not doing damage, you're not producing threat. If you're not producing threat, you're not tanking. That's just the way things work. You need to have enough hit rating to reduce your miss chance by 8 percent. I know that's a strange way to word things, but again, that's the way things work. To reach that 8 percent means you need 961 hit rating unless you're a draenei, in which case you only need 841 hit rating, thanks to Heroic Presence.
Expertise is a peculiar stat, as it lets you hit things that you should be hitting anyway. Hit rating reduces your chance to miss. However, even if your attack is going to hit the boss if it's just standing there, the boss could still dodge or parry the attack to stop you from doing damage. This is where expertise comes in. It's knowing how to hit the mob without letting it avoid the attack. To stop the boss from dodging your attacks, you need to have an expertise of 26, which comes out to 781 expertise rating. Note that I said that only stops the boss from dodging you; it will still be able to parry you, as it takes a lot more expertise than that to knock parries off of the list of things they can do. As such, you can keep going up to 55 expertise (aka 1,652 expertise rating) before other stats start becoming better for threat. Humans and dwarves will have a slight advantage with certain weapons thanks to their racials' providing a bit of expertise, and all paladins can take advantage of Glyph of Seal of Truth.
Mastery (Divine Bulwark) is the stat that makes you better at whatever it is your spec wants to be better at. As protection paladins, we want to be better at tanking and as such, this stat makes us better at blocking attacks with our shield. In other words, it does what block rating used to do back when we still had block rating. For every full point of mastery you have (partials don't count), you get an additional 2.25 percent chance to block melee attacks. As for how much damage it blocks, that's pretty much static. You block 30 percent of the damage of the attack or 40 percent of the attack when you have Holy Shield up and active.
Armor is one of those stats often taken for granted. It comes on your gear as well as a couple of enchants and scales up the better your gear is. To be honest, a lot of where your physical damage mitigation comes from is directly from your armor stat. Bonus armor on things like trinkets, rings, necklaces, and relics is something you'll want to pay attention to. It is also a good stat to grab enchants for when given the opportunity.
Dodge is a wonderful stat, because if your opponents can't hit you, then they can't damage you. This is going to be on most of your tanking gear already. With recent changes to parry, the two are actually fairly interchangeable. With lower avoidance overall for tanks in Cataclysm, you won't be hitting the old 102.4 percent block cap of old until late in the expansion, so don't concern yourself about it starting out. Just remember that higher avoidance is better, and strive to have as much as you can within reason.
Parry used to have extra stuff tacked onto it. If you parried an attack, you took no damage, but you'd also get a melee attack speed buff to quickly counterattack your opponent. Because of this bonus, parry used to cost more as a stat when added to gear compared to dodge, and people didn't really want it as much because of this. Blizzard has since removed this added benefit and essentially made it an alternative to dodge and adjusted the stat costs of the two to be the same.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 4)
TinyLittleRobot Dec 15th 2010 2:13PM
Stephen Colbert should be the next hero class.
There I said it, now make it happen Blizzard.
Sedna Dec 15th 2010 2:53PM
"Your Strike from the Gut attack hits Elder Dire Bear for 51,428 damage (4834 overkill)."
"You loot item: Libram of Truthiness."
wutsconflag Dec 15th 2010 3:01PM
WTB full size desktop image.
hpavc Dec 15th 2010 3:28PM
WTB actual attributed rights to the image AOL stole the use of.
Myc Dec 15th 2010 7:20PM
http://noggin.deadgod.net/Vault/Smurfs/WoW%20TCG%20Stephen%20Colbert.jpg/pg:27
eyeball2452 Dec 16th 2010 1:12AM
Haha!! I don't play a paladin, but thumbs up on the Colbert graphic for the column!!
Crazyates Dec 15th 2010 2:14PM
I didn't even read the article (I will tho, trust me), but that picture made me so proud to be a Paladin.
Elmouth Dec 15th 2010 8:25PM
Funny it had to complete opposite effect on me.
Skarn Dec 15th 2010 11:52PM
I didn't read the article either (apologies, Gregg!) and I'm not a paladin, but I had to come here anyway to post about the awesomeness of this image.
Miwabo Dec 15th 2010 2:14PM
A little off-topic but that's a pretty amazing picture of Mr. Colbert.
Just sayin'...
jjoe Dec 15th 2010 2:15PM
You should mail that pic in to Colbert I bet he would show it on the Repor(t)
SaintStryfe Dec 15th 2010 3:07PM
The picture was actually made for the WoW TCG. The artist drew it to make a Colbert-themed card in the game. Sadly, someone somewhere nixed it. Some people say it was UDE, others it was Colbert's people.
RndySasqatch Dec 15th 2010 3:16PM
Colbert , the ultimate hero class of wow. Okay not really, but it would be incredible hilarious.
Nioki Dec 15th 2010 2:18PM
Oh my sweet raptor-kitten, YES!
I don't even roll a paladin, but that picture made me read this column today! WTB CaptainAmericaStevenColbert-adin!
Deleteman Dec 15th 2010 2:26PM
It's a nice introductory article, don't get me wrong, but I wouldn't call it a 101 on prot pallies... I'd like a bit more depth on this subject.
I'm not bashing, I'm just saying... change a few things and it applies to Warrior tanks as well, maybe explain a bit more about our abilities..., say something about our lvl85 guardian? I don't know.., I'm not hating, I'm just constructively criticizing...
Artificial Dec 15th 2010 2:54PM
I think you're not grasping the concept of a "101". Of course much of what is said is going to apply to any tanking class -- if the article assumes you know anything at all about the subject, it's not really a "101".
wutsconflag Dec 15th 2010 3:00PM
Have you ever taken a 101 class? I seem to recall the professor explaining what a mouse was, as well as how to use it in Computer Information Systems 101 when I was in college, which seemed to me to be grossly basic information.
Ostentaneous Dec 15th 2010 3:40PM
@wutsconflag How long ago were you in college?
Seriously though, this 101 is a bit brief and more of a general overview of the role of a tank than informative. Look at other 101 articles, they usually get into rotations and talents at the very least.
Good article, just don't know that I'd call it a 101. More like introduction to college tanking. Have to pass this to get to pally tanking 101.
Deleteman Dec 15th 2010 5:49PM
1- I wasn't expecting number crunching.
2- There is very little talk about specific paladin stuff, and
considering it's a paladin column, I would've expected a bit more,
even if it's just a brief overview.
3- Not everyone who goes to collage has 100, 200 and so on classes,
other countries have other ways of categorizing subjects and levels,
so please, don't expect everyone to understand the same thing when
they see a '101 to...' subject, I was indeed expecting a basic
introduction to the prot spec of the paladin class, but instead I read
an introduction to tanking, with a slice of paladin on the side...
So there..
Aanye Dec 15th 2010 7:14PM
I have to agree, it's a little anemic even for a 101 article. There wasn't even a basic rundown of the abilities... No pally 101 article is complete without even a mention of Avenger's Shield or HotR.