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 3 of 5)
Boobah Mar 11th 2011 1:55PM
Well, the devs told us in the runup to ICC that they'd decided they didn't like parry-hasting for bosses. The whole RNG damage spike that players have little control of and less warning.
Which doesn't mean they can't still turn it on if they ever change their mind.
theckhd Mar 11th 2011 1:56PM
As far as I'm aware, all bosses have the parry haste flag turned off. The mechanic still exists in-game, but only for players.
Josh Myers Mar 11th 2011 7:01PM
As an enhancement shaman who does solo interrupt Arcanotron weekly, I'm not quite convinced that you guys have the best interrupts in the game. Second best, maybe!
Poltergeist Mar 11th 2011 1:39PM
If you're a protpally that likes to utilize line of sight on a regular basis, as I am, then there is only one part of the article I will disagree with, the statement that Hallowed Ground is useless.
I find it to be invaluable for one reason only: When line of sighting trash, having the trash run over a consecrate is just enough to keep them from aggroing onto the healer as you position the pack. Over zealous DPS is another story however.
jonas Mar 11th 2011 2:15PM
Although I agree that consecrate is great for that kind of pull, I find that I only cast it once per add wave/pull/whatever, and that's pretty much it. Mana consumption is a bit of a pain but I'm usually back near full again by the time I want to use consecrate again.
That said my crazy talent build has 1 point in it, which seemed like a good idea at the time I guess?
Piesmarts Mar 11th 2011 1:39PM
Ah thanks so much for this article; it's exactly what I was looking for. I prefer healing usually, but my little pally alt needs an OS and I've been thinking about prot. Except I have no clue how to tank, so this is very helpful info.
And if it doesn't work out, at least I can see how tanks feel and appreciate their job even more.
hipponaut Mar 11th 2011 1:41PM
I thought they removed the parry-haste mechanic completely in Cata. They didn't?
Rhidach Mar 11th 2011 1:44PM
Still there for players (see link I posted earlier to a similar comment), but no bosses parry haste at this point.
twobitgaming Mar 11th 2011 1:47PM
This columnist has fabulous hair. I've seen it up close. It's glorious.
Helasmoth Mar 11th 2011 2:08PM
I am so excited to see a Prot column! Yay!!
Now for the questions!
#1) With Taunts and Rebuke being unable to miss now, will there ever be a need to have a hit set for anything other than heroics?
#2) I agree with Poltergeist, most of the time I do not use Con but it makes a huge difference on the trash pulls in BoT just before Halthus. LoS seems to be a dying art as the only tanks I see using it are Pally's. Any thoughts on this?
jonas Mar 11th 2011 2:15PM
Rebuke can still miss, until 4.1 anyways!
Rhidach Mar 11th 2011 2:19PM
1. That or if raid dps ramps up high enough that Vengeance alone won't it, but that would be at least another tier.
2. Personally, I don't think there's anything wrong with using Consecration in AoE as long you don't have a better option available, but in the end the circumstances in which you use it are so, so limited that it's hard for me to justify spending any talent points to boost it.
As for LoS, I can't speak highly enough of the tactic. You have my infinite respect for keeping that alive! I think I spent half of Heroic Magister's Terrace back in BC hiding behind a wall.
toemas2001 Mar 11th 2011 2:31PM
Holy cow....worth the wait. Welcome Rhidach! Looking forward to your articles man.
Dave Mar 11th 2011 2:31PM
I should've read the post a little closer. Curse my hubris! I was half right, so I'll dial it back to half hubris. :D
Anony Moss Mar 11th 2011 2:45PM
This article is just wrong about parry. Parry is now exactly comparable to dodge. There is no additional attack speed off of parry anymore.
Please keep up to date if you're going to write and publish articles.
Mike Mar 11th 2011 2:49PM
Please lose the attitude if you're going to correct my prot paladin columnist! You can be critical and helpful instead of critical and rude, y'know.
Rhidach Mar 11th 2011 2:50PM
Incorrect, parry does haste for players. See: http://maintankadin.failsafedesign.com/forum/index.php?p=635930&rb_v=viewtopic#p635930
Anony Moss Mar 11th 2011 3:10PM
But it doesn't add haste for mobs, which makes expertise still extremely low in value, particularly come 4.1 when interrupts will automatically hit. Hit and then Expertise should almost always be reforged into defensive stats.
Forgive the attitude, but clarifying that bosses do not gain parry haste is a fairly major issue and devalues expertise considerably. Having your expertise soft-capped for level 87 mobs and being hit-capped for 87's (which allows you to still generate considerable agro in heroics where you'll be taking less damage and have less vengeance) will tend to be more than enough. Being short of those numbers will still allow you to be a solid tank, if you've focused into mastery, dodge, and parry.
The other thing I see as being an oversight, and this may simply be an opinion, is not pointing out just how lackluster Stamina is beyond certain points. For 5-man-heroics and normal mode raids anything over about 160k is superfluous and in heroic raids something closer to 180'ish is more appropriate, but stacking stamina is simply a bad gearing decision. If you must stack stamina, have two sets of gear/trinkets/whatever so that you can switch between "stamina" (for fights with high magic damage) and "mastery/parry/dodge" (for all other fights). Playing a raiding healer frequently it is extremely obvious the tanks that stack stamina to the detriment of their defensive stats and it's a plague upon healer mana. A telltale sign of a poorly gemmed tank is one with pure stamina gems.
A couple other concerns: seal of crusader strike is fairly worthless. I know of no paladins who are having mana issues on single target fights. You'd still be better off with GoHoly Wrath for the potential stun. Mana issues generally only come up when aoe tanking and using Holy Wrath and Consecration frequently.
Lastly there's no mention of WoG for threat, which in AoE circumstances can frequently generate more threat than HotR in addition to generating survivability (at the cost of dps, obviously).
Rhidach Mar 11th 2011 3:14PM
I see your point, but it's not that bosses can't parry haste, it's that they don't. The flag is off at the moment, but the mechanic still exists, so I don't want to pronounce "Boss parry haste is dead!" and then the next tier have someone point that out as a huge foible. It could come back via reflag, so I'm playing it safe for now.
Dylan Mar 11th 2011 3:49PM
WoG doesn't generate any useful threat since 4.0.3. Please keep up to date if you're going to criticize and demean articles.