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 2 of 5)
Hal Mar 11th 2011 1:25PM
What's the word on getting Hit/Expertise capped for raiding? I always figured that staying threat-capped was important for staying ahead of the raid (especially if your DPS are gearing up faster than you), but I've seen others pushing the merits of reforging all threat stats into mastery or avoidance. What's the way to go?
Rhidach Mar 11th 2011 1:35PM
Hit/Expertise is definitely not needed for raiding because the Vengeance you'll be getting is to going to be giving you an insane amount of free threat. The first 10 seconds or so will be initially rocky, but after that it's smooth sailing. Way better to reforge/enchant/gem for survivability stats.
pfunkmort Mar 11th 2011 1:35PM
the reality is that even with bad hit/exp levels, the amount that vengeance ramps up in the first 30 seconds of a fight allows you to stay ahead of your dps as long as you maintain your rotation. The problem, which has been particularly exacerbated in the past patch or two, is that building your first 2-3 sets of HoPo can suffer from some bad CS-miss rng, making the start of a fight a little hectic. Ultimately, if you want to attempt bosses that you undergear, you should probably be focusing on survival and reforging to remain alive. But the issue will be there. By being prepared to pop wings, plea, a second taunt if necessary and to ask for tricks/mds, it makes the first 30 seconds an active part of any encounter, but ultimately manageable.
Once you get past that initial hurdle though, you should be fine.
Hal Mar 11th 2011 1:40PM
Follow-up question:
Is it possible to reach 102.4% avoidance/block in this raiding tier? I'm in a mix of 346/359 gear pieces, and I'm only pushing ~70%.
Rhidach Mar 11th 2011 1:44PM
Supposedly it's possible in heroic raiding gear.
Boobah Mar 11th 2011 1:58PM
Hit and expertise aren't all that useful after the beginning of the fight; that's when a couple of bad hit rolls / lucky DPS crits will cause you to lose threat.
Consequently, hit and expertise are more valuable the more often you have to pick up mobs, whether that means adds on a boss fight or the relatively quicker trash packs in 5-mans versus raids.
Having trouble with your initial threat? Grab some more expertise until you hit the cap (24 for heroics and adds, or 26 for raid bosses, although for raid bosses that's only a soft cap) then start working on your hit.
If initial threat isn't an issue, go for dodge/parry/mastery instead.
Juujube Mar 11th 2011 1:58PM
But, do you have a recommended hit/expertise "comfort zone"? I find myself struggling with this; I'm getting long strings of whiffs that, while vengeance takes care of staying ahead on threat, seriously gimp my holy power generation. Should I just get used to that?
Rhidach Mar 11th 2011 2:02PM
@Juujube
Unfortunately, yes. The whiffs are annoying but not performance breaking. Just something we've got to live with in raids.
pfunkmort Mar 11th 2011 5:06PM
it's more than possible. I was in mostly normal gear when I hit cap. you lose ~30k hp, for about 15-20% block, but ultimately it's just a matter of going mastery in every slot and finding a couple of mastery trinkets.
The jury is out whether or not you gain much from it - there's a thread on maintankadin where method's tank says he found virtually no difference on most fights, and on a few select hard modes stam was the way to go (H nef, sinestra, H conclave on nezir, etc).
I find that I can take less damage with it, but it's kind of a pain to reach, and it's really to no undeniable advantage. (also with the cauldron perks available now, have fun using elixirs every fight)
pfunkmort Mar 11th 2011 1:35PM
vindication applies a 10% damage reducing debuff on targets hit by crusader strike or hammer of the righteous. with hammer of the righteous being put on a single hit-roll, a connecting hammer of the righteous will apply vind to all targets within 8 yards (even behind you). to clarify.
Rhidach Mar 11th 2011 1:47PM
I just checked my logs from raids this week to confirm and you are absolutely right! Thanks for the clarification. That's actually a pretty cool sorta-buff thanks to the single-roll change.
benbettis Mar 11th 2011 2:21PM
The Vindication talent states that it applies it to your "primary" target. So does this mean that Hammer of the Righteous does indeed apply the debuff to all targets and the tooltip is misleading? Or is it truly only the primary target?
Also, most current builds are not taking the ret talent "Rule of Law". I can see this changing with the upcoming Word of Glory change and thus the "Eternal Glory" talent loosing a lot of merit, but for now picking up all the points in Reckoning, Grand Crusader, and Eternal Glory seem better than putting those points in Rule of Law.
http://www.wowhead.com/talent#sZGrhcRddRRucbM:o
I'll most likely be moving my EG points into either Rule of Law, Hallowed Ground, or even (possibly) Judgements of the Pure .
Rhidach Mar 11th 2011 2:25PM
@benbettis
Tooltip is misleading. Like pfunkmort said, when they changed HotR to be one roll, that made Vindication spread on the nova as well.
And you definitely want Rule of Law, because it's both our 5th best threat talent (better than Seals of the Pure which I see in your linked build) and because it's a great survivability talent to boot.
benbettis Mar 11th 2011 2:25PM
Sorry, I should clarify to not sound like I was stating that "Rule of Law" is end all be all bad. I just meant that for an "all-around" tanking build, there are more important options currently. Obviously, you should tailor your spec to what you need for an encounter, your playstyle, or your raid's needs.
:)
Dharmabhum Mar 11th 2011 3:26PM
@benbettis
I see what you're saying about tailoring spec to the encounter, but if Rule of Law is ahead of Seals of the Pure for threat (as Rhidach states and I'm inclined to believe) then there's no situation where SotP would outperform RoL. RoL has both threat and survivability qualities, and it just seems far more useful. SotP boosts seal damage which affects the censure dot and auto-attacks, but RoL boosts CS and HotR (used every other GCD) as well as WoG, three abilities that are used very, very often.
Threat+Survivability (via RoL) > Threat (via SotP)
pfunkmort Mar 11th 2011 4:59PM
actually, I believe that it used to spread to everything hit by hammer of the righteous before the latest single-roll change, but that the application of vindication was then dependent on whether the spell damage connected with the additional target.
so...say you hit something with hotr, then it sprayed out around you, every target it was spraying to had a spell hit roll whether or not it would connect and do damage - if it DID connect, it would apply vind, as well as doing the cleave damage.
I could be wrong, but I think that's what was happening. either way, they fixed it and now we have lolthunderclap.
Angus Mar 12th 2011 9:29AM
My hammer was applying Vindication to entire packs in ICC. The tooltip has been in error for quite a while.
pfunkmort Mar 12th 2011 9:19PM
well...that wasn't the tooltip in ICC. But more importantly, the hammer change made it so that hammer would hit n amount of mobs as long as they were within range.
Dave Mar 11th 2011 1:28PM
Um, parry haste doesn't exist anymore...
Also, for my money, not maxing Grand Crusader is a criminal mistake. Paladins went from worst interrupts in the game to best. Between Rebuke, AS procs, and arcane torrent I can practically interrupt Arcanotron by himself every time he's up. I'd drop a point from Sacred duty, considering I can count on my fingers how many times I use shield of the righteous in raids (this may chance with word of glory's cooldown increasing).
Rhidach Mar 11th 2011 1:39PM
Parry haste definitely does still exist for players, see: http://maintankadin.failsafedesign.com/forum/index.php?p=635930&rb_v=viewtopic#p635930
No bosses have been confirmed to parry haste this tier, thus far. (As far as I have found.)