The Light and How to Swing It: Protection Paladin 101

Since the earliest days of World of Warcraft, the protection paladin (also known colloquially as the tankadin -- or in some quarters, Why won't it just die already?) has stood out among the other classes bestowed with a tanking role. We've come a long way from being the joke tanks of vanilla or the guy with a shield and a puddle brought in to AoE murlocs in BC. Wrath was when we first really hit our stride as top-tier tanks, and we've only grown more potent since the changes brought about by the Cataclysm.
The tankadin advantage
For one, our survivability is unmatched thanks to our amazing self-healing capabilities (some might go so far as to use the adjective "overpowered," but that's just crazy talk). Keep in mind I'm dating myself a bit, because our self-healing is slated to be nerfed in 4.1, though that won't be as catastrophic as many are proclaiming. Also in the survivability category, our mastery when capped is monumental, providing a constant 40% physical damage reduction. Those two factors add up to a seriously hard-to-kill meat shield.
Outside of staying alive, you can't beat our AoE tanking toolset. Combining Hammer of the Righteous with the Inquisition buff makes for a holy juggernaut that will have your co-tanks stewing. I'd also be loathe to omit mention of our group buffs (the various hands, auras, and blessings), heals and cleanses you can occasionally toss out in critical moments, and perhaps the most potent raid cooldown in the game, Divine Guardian.
Tankadin disadvantages
Thanks to the recent change that makes Crusader Strike and Hammer of the Righteous misses/avoids not generate charges of holy power, tankadins are overly sensitive to having low hit and expertise. In raids, you'll hardly notice the dearth since the Vengeance mechanic basically provides free threat. Yet in content where you're taking less damage (and thus can't stack Vengeance as reliably), you'll feel the pinch. Gearing can mitigate this to an extent, but it's a pain nonetheless.
Prot paladins are the only tanking class that can't apply attack speed-slowing/physical damage-reducing debuffs on multiple targets at once like, say, a warrior can with a shout or Thunderclap. The trade-off, though, is we don't have a separate ability in our rotation that applies said debuffs, and we don't need to watch the debuffs and maintain them -- they're always there as a result of our normal rotation, which in the end is a fair trade.
Lastly, we're the only tank without an ability to close a gap between us and a mob. This is partly made up for by several ranged attacks and taunts, but more often than not, you'll be finding yourself plodding over to an add at 115% runspeed while begging the Light to keep that healer alive and furiously attempting to build threat at ranged while some caster has (ever so helpfully) laid into the target at full force with all cooldowns engaged. (I swear, it's like a sixth sense for them.)
Which stats are important?
Our stats generally fall into two categories: survivability stats and threat stats. While the lines might blur a bit for some, the survivability stats are stamina, mastery/block, dodge, parry, armor, and (by osmosis) agility; the threat stats are strength, hit, and expertise.
Stamina is our most obvious survivability stat. It's what makes our health bar flush with numbers and what allows us to take the big hits while lesser classes get the privilege of tanking the floor. While not as prominent as it was in the past, stamina is still your best defense against magic attacks (which can't be blocked or avoided).
Mastery and block are technically the same thing. Our mastery gives us block chance, while block rating itself exists solely in one lone enchant as some kind of bizarre stat fossil. As I mentioned previously, capping mastery by achieving 102.4% avoidance + block + miss means you will never take an unblocked hit, outside of turning your back to a mob. And that means that any physical hit you take -- assuming Holy Shield is active -- is reduced by 40%.
Dodge and parry are essentially the same stat; both help you completely avoid damage, but a parry will also hasten your next melee attack. Both of these will be tossed at you in uneven quantities through your gear, and you want to make a point of balancing the two to minimize losing any of either from diminishing returns. Ideally, because you'll be getting more dodge than parry through buffs, you want to keep your parry about 1% higher than your dodge via reforging.
Armor was once the king of our survivability stats, to the point that some (your humble corresponent included) made it a goal to cap, so that any physical attacks a raid boss dealt were reduced in damage by 75%. This required truly astronomical armor sums that were only made obtainable via generous gobs of bonus armor on different last-tier pieces. Cataclysm has nerfed the potency of armor immensely (see: armor trinkets available this tier vs. the last) and made bonus armor a scarce commodity. You don't want to seek out armor at this juncture. It just isn't as good as it used to be.
Agility makes the list only barely, because through it we gain dodge (and some crit, but that's neither here nor there). We once also got armor from the stat, but no more. Just dodge.
Strength, while being our most plentiful threat stat, is also the weakest of the three. It also gives a bit of parry but not nearly enough to write home about. We get it in piles on our gear, since it is our other major primary stat. And that's really about all there is to say about strength.
Hit is our second best threat stat and (obviously) gives us a higher change to hit with our various attacks. Just about everything in our arsenal is governed by the melee hit table, which requires 8% hit to cap; a few ranged spells fall under the aegis of spell hit. Thankfully, the Touched by the Light passive gives us a free 8% spell hit, so once you cap your melee hit, you're effectively capping your spell hit.
Expertise is our best threat stat, at least until soft-capped. It also has a tinge of survivability to it, as by reducing our attacks being parried, it reduces a boss' ability to parry haste and thus deal additional damage (though, to be fair, it's uncertain if any bosses can parry haste at the moment, at least as far as my research has gathered). We're fortunate to gain 10 skill of this stat for free, thanks to a glyph.

The key to being a tank is versatility -- knowing which tools you need to bring out for each fight to maximize your effectiveness. This is especially true with your spec, which you will want to tailor to whatever is currently standing menacingly in front of you. Being touched in the head like I am, I run with two different prot specs, one focused toward survivability and one that focuses more on threat. The former is best for boss fights, while the latter is best for trash, heroics that you are comfortably geared for, or boss fights in which you're wrangling adds (think Maloriak, for example).
Make sure to always avoid Hallowed Ground. It's a weak threat talent -- among our weakest -- and coupled with the fact that Consecration is seldom used (we have better AoE tools available), you don't get much return on your talent points.
Divine Guardian is a must-have for all specs. Heroics, raids, PvP -- anything but solo play, really. The ability to shave 20% off the top of all the damage the raid is taking for a few seconds is critical. That little talent pays for itself in spades, and you'll definitely want to have it in your arsenal.
From the ret tree, you absolutely want to go for the big four there: Crusade, Improved Judgement, Rule of Law, and Pursuit of Justice. I know Eye for an Eye looks tempting, but its output isn't nearly as stellar as you'd expect. You'll get a lot more value from having a longer range on your Judgement, giving you another ranged attack for building threat from afar. Similarly, Pursuit of Justice is really important for us because (as aforementioned) we need to jog over to a mob before we can really, solidly lock it down. Making our job 15% faster is very helpful.
If you're only prot part time or like to maintain a different spec, then you can safely go with the survivability spec, but swap a point from Reckoning into Grand Crusader for additional utility.
What about glyphs?
Our big three prime glyphs are Glyph of Seal of Truth, Glyph of Shield of the Righteous, and Glyph of Hammer of the Righteous. You'll want to employ all three unless you're sporting a survivability-focused kit. In that case, swap out HotR's glyph for Glyph of Word of Glory.
For majors, you'll want to tailor your choices to your situation. For single-target fights, use Glyph of the Ascetic Crusader, Glyph of Focused Shield, and Glyph of Lay on Hands (or if it's a very heavy magic damage fight, swap out Ascetic Crusader for Glyph of Divine Protection). For trash/adds, you want to make use of Glyph of Holy Wrath, Glyph of Dazing Shield, and Glyph of Lay on Hands.
Our minor glyphs continue in the proud tradition of our minor glyphs from Wrath by continuing to be utterly uninspiring. Grab Glyph of Truth, Glyph of Insight, and Glyph of Blessing of Kings for in-combat rebuffing/seal swapping.
What seal should I use?
Seal of Truth, primarily. It's threat (plus free expertise from the glyph) and very helpful for holding mobs. In harder content, I've gotten into the habit of switching to Seal of Insight once I have an insurmountable threat lead from Vengeance, to make use of the extra survivability the self-healing gives.
What's my rotation?
It depends on the situation! For a pile of trash that you're tearing through, there's not much more to say than hit Hammer of the Righteous as often as possible along with Holy Wrath and Avenger's Shield (pray for Grand Crusader procs!). Hit Judgement for mana as well, because AoE is expensive. If you have an empty GCD and the mana to spare, then you can drop Consecration.
Single-target is a little more involved, having a pretty set rotation that's been lovingly dubbed "939." The foundation of the system is prioritizing your attacks so that you're hitting Crusader Strike on cooldown (the "3"), and then weaving in either Shield of the Righteous, Judgement, Avenger's Shield, or Holy Wrath (the "9"s), in that order. Shield of the Righteous is our hardest-hitting attack, and you will want to use it as soon as you've accumulated 3 holy power. Judgement gives us mana and procs Sacred Duty, which guarantees a Shield of the Righteous crit. Rounding out the pack, Avenger's Shield hits like a truck, and Holy Wrath is just a filler and the best option for an otherwise empty GCD.
Strap on that shield!
Next week, I'll start digging into gearing for raids and heroics and discuss the philosophies behind the various kits you can set up to optimize your effectiveness in each -- whether you're staring at boss crotch with 24 of your allies or valiantly attempting to keep yourself alive through sheer force of will (and some healthy WoGing) while a freshly dinged 85 healer pugger in greens is sweating bullets in the corner.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 5)
Ostentaneous Mar 11th 2011 1:07PM
HOLY CRAP IT'S RHIDACH!!!!
Welcome!!!
Rhidach Mar 11th 2011 2:04PM
Thanks, It's good to be here!
vanye111 Mar 13th 2011 8:04PM
Well, no wonder you stepped down as guild leader!
Zalvi24 Mar 11th 2011 1:09PM
"For one, our survivability is unmatched thanks to our amazing self-healing capabilities (some might go so far as to use the adjective "overpowered," but that's just crazy talk)"
you are mistaking paladins for blood Dks
Boobah Mar 11th 2011 1:27PM
Paladins (and warriors, and bears) don't take nearly as much damage as DKs do, either.
Jethil Mar 11th 2011 7:37PM
Blood DK's create shields that absorb the damage, they only have minor healing through Deathstrike, whereas Protadins self heal through Seal of Insight, Word of Glory, Lay on Hands, Holy Radiance etc etc. So yes I think we have Blood DKs out-matched on the self heals front :p
Grak Mar 14th 2011 8:27AM
@ Jethil
"Deathstrike minor healing"? The healing from deathstrike is quite significant. On a recent Nefarian night the DK tank did 5.6m healing with deathstrike, and the protpally with a WoG spec did 3.1m healing. Add to this that deathstrike wasnt even any kind of tradeoff as it accounted for over 37% of the DK's total damage doing average hits of 20-25k... as opposed to the zero threat/damage that WoG does.
Plus, no protpally worth his salt ever tanks with Seal of Insight. Lay on Hands is a 10min emergency cooldown. And Holy Radiance? a couple thousand healing on a 1min cooldown which will kill half your mana bar? I'm surprised you arent counting healing pots in your list too.
Azbcezar Mar 11th 2011 1:16PM
@Matt Walsh
It is a pleasure to have you here on the Paladin articles, welcome. :)
And thank you for this article.
Task Mar 11th 2011 1:27PM
Apparently I misspelt my own email address when I wrote that... :(
Darn iPhone.. Grr..
matticus Mar 11th 2011 1:15PM
Welcome Rhidach. You are certainly the best choice for this long unfilled job!
Rhidach Mar 11th 2011 2:04PM
Thanks! :)
Magus Mar 11th 2011 2:30PM
Yes, welcome!
Now both of you need to get on the podcast.
(Not enough Matts)
Antigen Mar 11th 2011 1:18PM
Very interesting read. Personally, I gear for...
Oh, the hair... It's so soft and silky smooth...
What was I saying?
Rhidach Mar 11th 2011 2:03PM
Look, but do not touch.
Luthielle Mar 11th 2011 1:20PM
I haven't read the article yet but OMG DID I MISS SOMETHING??! IT'S RHIDACH, YAAAAY :D
But in all seriousness, I hope Rhidach is going to be a normal columnist here. I'm a HUGE fan of his blog and proper tankadin information always seems to be lacking on WoW Insider. He would be a great addition here :D
Rhidach Mar 11th 2011 1:55PM
I am indeed the new prot pally columnist, I'll be posting regularly on Fridays. Thanks for the kind words! :)
kerese Mar 11th 2011 1:25PM
I just started a new prot pally as my OS and this article is really helpful! I have a question about rotations, however. Is there a point at which you decide between using 3 HP for a WoG or SotR? Does it depend on how much damage you are taking? I know in 4.1 our WoG will be on a cooldown and this will limit the times in which it can be used (should WoG be used on CD in 4.1?), but right now I'm a little confused about when to throw some healing and when to add that extra threat. I guess from your article it makes sense to wait until I have a solid threat lead from SotR and then switch to WoG? Unless there is a ton of damage inc? Thanks!
jonas Mar 11th 2011 2:08PM
Personally, I raid with a WoG self-heal build, and I tend to only throw out one or two shields early on in the fight on our progression fights - everything else goes into self-healing. Thankfully I'm holding aggro pretty well so far with this so far! Also, the other tank in our raid has a much more threat-focused build, so we can swap around as needed, which is nice. (For example, on Nef, he tanks Onyxia, and I do Nef; and I have tons of time to build up a huge threat lead).
That said, look at the mechanics of the fight to determine awesome times to WoG or shield. For example, Chimeron, if you're main tanking, use shield since your break stacks make self healing useless. If you're double-strike tanking, blow a full WoG right before the hit (for the overheal bubble), or right after it (to heal back up); another good time to WoG is right after massacre. For H-Maloriak, I found building up 3 HP during the breath in dark phase was awesome - I could use WoG in the small intervals between breaths to top myself up, making the healers' jobs way easier.
Jeff (Not that one ^ ) Mar 11th 2011 2:07PM
If I see my health drop below 50% consistently, I'll WoG instead of SotR.
Ostentaneous Mar 11th 2011 3:15PM
In raids, once I've established threat (first 30 seconds or so) I don't even touch it. When threat isn't an issue anymore WoG is always the better option. Even as an over heal it gives you a 6 second shield to protect against further damage, with the sacred duty talent of course. To help out with that initial threat too I always pop wings and divine plea for a pull. Divine plea gives you 3 stacks of HoPo that way I can lead off with a Shield of the Righteous for some great snap threat.