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 4 of 5)
Mike Mar 11th 2011 2:46PM
You want to talk about self healing...I was able to bring down heroic Rajh from 52% all by me onesie. As much as I hate to acknowledge it, I think it might be just a little too much.
Anony Moss Mar 11th 2011 2:52PM
Yeah. I'm not 100% sure on this but I believe Vengeance calculates into WoG strength? Which is part of why you see some huge healing come in at times. The WoG nerf in 4.1 seems about appropriate, but it will make soloing some encounters far more difficult.
Rhidach Mar 11th 2011 2:54PM
@Anony
Vengeance gives you AP and WoG will heal based on AP or Spell Power, whichever is higher. So the more Vengeance you have, the higher your AP will climb, and the bigger WoGs you'll cast.
Omellette Mar 11th 2011 3:04PM
Welcome, Rhidach!
Quick, probably very silly question: having had a Holy Priest main my entire career in WoW (since Beta), I've oddly developed a recent curiosity about tanking (I must be some kind of masochist).
Is Protection a viable leveling spec for a Paladin? And, by viable, I don't mean that it's "the fastest" or anything -- does it work well? I'd rather learn my classes abilities as I level then do something one way, only to completely change it up "at the end" and have to relearn all over again...
Thanks!
Rhidach Mar 11th 2011 3:08PM
Well, you're asking the guy who leveled prot for the last three expansions (even BC!), so I'm not sure I'm sane enough to answer that question, haha. But truthfully I think there's a ton of value in leveling as a tank. Damage output right now isn't terrible, so you won't be slowed terribly, there's little downtime, and it'll teach you how to handle large numbers of adds (like dancing around while keeping your front to them at all times), and other tricks that'll pay off in spades when you start tanking for groups.
Anony Moss Mar 11th 2011 3:13PM
Actually, Prot pallies dps is great while leveling. Frequently in groups you'll find yourself #1 on meters. I'm not sure exactly what is causing this but I've leveled up a Prot Pally recently (my girlfriend's, leveled up post 4.0.0 launch) and I've also leveled up other alts that have grouped with prot pallies - simply put, they're GREAT dps in a group setting at least.
In terms of soloing quests, the key to tank leveling is multiple mobs at once and AoEing. If you single target one mob at a time you'll find yourself moving particularly safely but slowly up the ranks.
Also of note, a prot pally can solo almost all "group" quests for their level with ease. I had some issues when I leveled my pally doing the level 80 5 man group quests alone, but other than that I had no problem while leveling up and found them a great source of easy gear and experience.
Omellette Mar 11th 2011 3:21PM
Thanks guys! As I was going, I couldn't let go of the idea of LOLRet in my head, so was hoping I'd hear this.
:-)
sarlalian Mar 11th 2011 7:36PM
And while working on leveling content, use you dps cooldowns liberally when you have large packs of mobs. You'll chew through stuff.
pancakes Mar 11th 2011 6:17PM
From about levels 10-30, i was finding that avenger's shield will pretty much one-hit any mob around the same level as you. It bounces twice, so that could potentially be 3 dead mobs from one spell. You also get instant dungeon queues, a powerful heal that doesn't cost mana, no mana issues, ever, and the ability solo just about any group quest (I managed to solo ring of blood and amphitheatre of anguish at the appropriate levels).
edgarrinwow Mar 11th 2011 3:56PM
OMG a Prot Pally article! Quick call somebody!
Kinda wish it was about the upcoming patch but a boy can dream.
Kerriodos Mar 11th 2011 3:53PM
@Anony
While your analysis of parry-haste is technically true, for now, I have to agree with Rhidach on this one. The possibility still exists for parry-haste to be re-enabled on future bosses, and it is better to hedge your bets on the matter than unilaterally declare the mechanic dead and buried. Additionally, while it is true that hit and expertise are not extremely strong in a progression set (I run about 1% hit and 0 expertise from gear, and have had no issues thus far up to 8/13 Heroic), it is also true that they are not completely useless, and frankly unless you're at the very cutting edge of min-maxing, sometimes the comfort and convenience of less dodges/parries/misses can outweigh the actually-very-slight survivability losses.
As far as gemming, it is true that pure-stam is not the way to go. However, it must be said that some of the later heroic raid bosses hit very hard, and there is a lot of raid damage going on. Having a small buffer doesn't hurt. As such, I tend to use stamina hybrids extensively, matching gem slots: Parry/Stam in reds, Mastery/Stam in yellows, and pure stam in blues. Basically, having exclusively stamina gems is bad. Having a few pure stamina gems is not.
Re: Glyph of Ascetic Crusader. While, again, it is true that the Holy Wrath glyph is potentially more utility overall, the min-maxing paladin should be changing glyphs fight by fight. If you're not dealing with dragonkin/elemental adds, the Holy Wrath glyph provides zero benefit, while the CS glyph allows you more Consecrations through mana savings. Net threat gain. Though, to be fair, the stun is generally more useful, especially for BoT trash before Valiona and Theralion.
Finally, regarding Word of Glory threat, I seem to recall it being noticed on Maintankadin a few weeks back that WoG now causes no threat. Assuming I wasn't dreaming this, of which I am reasonably confident, you may want to think about spending more holy power on Inquisition when you don't immediately need the heals.
Kerriodos Mar 11th 2011 3:56PM
Sadly, my previous post was meant to be a reply further up the page. Nonetheless, it serves its purpose.
Since I'm here, I'd also like to congratulate Rhidach on the new gig. Your blog posts have been an endless source of entertainment and information, and I wish you all the best.
Jamie Mar 11th 2011 4:18PM
OMG, I just sent a contact us message about the lack of prot pally love here and hit refresh and here is this article. I love how fast wowinsider works. 1 question though. 102.4% is dodge, parry, and block added together, right? I read roughly 1% more for parry. I have been having a hard time breaking over the 70% mark. Can I get some rough numbers of dodge, parry, block that people have had to make up the 102.4% avoidance. will it be cut and dry like ~26% dodge, ~27% parry, ~50% block?
pfunkmort Mar 11th 2011 5:17PM
102.4% is your dodge, parry, block and 5% for your innate miss chance. a formula can be found....
http://www.tankspot.com/showthread.php?44685-Block-cap-Pure-avoidance-macros
there. I might have updated my macro slightly when cata came out, but it shouldn't have been major... number 5 is the one I have in my macro book. I think you'd be sitting around 14% dodge/parry and a little over 70% block to reach cap. It's just a TON of mastery stacking. It's not a necessity like def capping was in wotlk.
On beta, it was easy to cap (and in wotlk after 4.0) and worth every penny, but with the nerf to holy shield before cata launched, they made it borderline prohibitive to go for it.
Of course, I'm not saying DON'T do it, but expect to have 100% uptime on horn of winter or an analog, kings, using mastery elixirs, food, and mastery in every gem slot and on every piece of gear pre-reforging.
If you do decide to do it, I HIGHLY suggest getting the mastery trinket out of baradin hold rep - with a 1 minute cd that yields magic resist (coupled with a resist elixir) I get 54% damage reduction to half the schools...and everyone likes having extra cooldowns.
Damarlen Mar 11th 2011 5:59PM
I actually have both mastery trinkets from Baradin's Wardens. The 1-minute anti-magic CD is great for magic damage, and the 1-minute +Strength CD is great for Threat, great for dps, and actually boosts my parry around 2% iirc. I still have a long way to go to get fully avoidance capped, but the Baradin's Wardens trinkets are DEFINATELY nice to have.
stefan Mar 11th 2011 4:29PM
Does any1 have the currently up2date macro to display my total aviodence? would be kinda nice to post :)
Dawn Moore Mar 11th 2011 5:35PM
Welcome to WoW Insider, Matt. =)
Dave Mar 11th 2011 8:29PM
Well, I was talking about amongst tanks, but, uh... how? Isn't the whole point that you need two people with two second interrupts? How can you do it with one two second interrupt?
Aeglaeca Mar 11th 2011 9:55PM
Wow, someone let this guy have an article? :P I might actually read it someday Rhi, but grats :)
Jonisjalopy Mar 11th 2011 10:35PM
True Story:
The shield that I think the pretty Elf is wearing in the first pic, Blockade's Lost Shield, is the first BoE epic I had won in a random in a while.
And the crazy part: I was the only one that rolled.
That's right. In a PUG i was tanking (Heroic Halls of Orig.) of all random people, the other 4 all said "wow, gratz man" and passed.
I'll say that again in case you are still in shock: 4 random people I had never met before saw a shiny purple worth thousands of gold and volunteered to pass so I could have it.
I damn near cried from shock and awe...