The Light and How to Swing It: Gearing your tankadin for raids

Last week, we talked about gearing for heroics: what stats to focus on, which ones to avoid, and what sources you can exploit to gear yourself quickly for that first step into the endgame. Well, here we are just a week later (wow, you geared fast! ... er, right?), and now it's time to take that next great leap forward smack dab into your first raid.
There's a whole new set of priorities that you should carry into Blackwing Descent, Bastion of Twilight, or any of the other tier 11 raids. Dig into the wealth of tanking gear available in the heroic 5-mans, and then we'll explore the deal with threat and how best to boost your survivability. And in no time, you'll be standing before the dripping mandibles of Magmaw, shield in hand, prepared to survive a good chompin' while lesser tanks are munched into something resembling a squeezed can of spoiled Spam.
I'll avoid the droll "not in Kansas" metaphors, though there is an element of truth in them. Raids are a completely different ballgame from the heroic 5-mans; you're going to get hit harder, and in turn, you'll be dishing out much more threat thanks to our crazy little friend, Vengeance. Altogether, you'll find that some of the rules you learned in heroics are reinforced, while others are flipped on their heads.
Let's talk about survivability
Mastery is still the big kahuna when it comes to our survivability. Each skill point of the stat is worth 2.25% block chance, which adds up quickly to help you fill out that combat table. You'll find that combat table coverage (or CTC, as it's known) will be your driving focus for most of the fights in normal tier 11 content. (A side note about CTC: Someone in the comments last week rightly brought up using agility gear for tanking. He's definitely correct -- but that's a topic for another day, since there's a lot of explanation underlying. Please forgive my glossing over it for another week.)
That's not to say mastery is your one and only concern. That little cut-out man with his hand raised aloft and proclaiming "your stamina must be this high" is a bit taller, and that's one more thing you'll have to adapt to.
The trick, as always, is to find the proper balance between the two. Accumulate stamina until you're at a safe enough level that you won't get gibbed when your tank healer gets incapacitated for a few seconds. Obviously that's a constantly shifting scale, and once you start setting foot into heroic raids, the "minimum" stamina required is going to shoot up again.
Be smart about gauging your comfort level, and tweak your gear as needed to move your hitpoints higher or lower -- or your mitigation/avoidance, for that matter -- to make sure you have an ample cushion, but not so much that you're making yourself harder to heal.
What about threat?
Hrm, what's a nice way of saying threat doesn't matter? Well, that's not entirely true. Allow me to rephrase: After the first 10-20 seconds of a raid fight, threat doesn't matter anymore. There we go.
You might be asking how that can be, and the answer is simple: Vengeance. Thanks to that mechanic, as we get hit by a boss, we start to accumulate stupid amounts of attack power. This continues to the point that if you can launch yourself ahead of the pack and hold a steady lead until your Vengeance caps out, no suicidal DPSer can catch you (within reason).
For this reason, you'll often see most raiding tankadins completely avoid expertise and hit, our two biggest threat stats. One of the leading lights in the tankadin community, Meloree, has declared the complete lack of hit and expertise (aside from the free expertise provided by Glyph of Seal of Truth) as a "nirvana."
He might sound crazy, but the truth of the matter is he's absolutely right. In a world where threat is generally irrelevant, there is no sense in reducing your survivability an iota to boost it. Misses suck and whiffing Shield of the Righteous feels awful, but that's no reason to jeopardize your ability to avoid the specter of death by mastication, as I painted above.
Job #1 for tanks is to do everything in your power to not die. Job #2 is to hold threat. Since the latter is basically obviated for us, we're left to focus all our energy on the former.
Nonetheless, if you want to add hit and expertise (perhaps for a farm set), be mindful that you want to first get expertise to 26 skill (10 is free, so you need 16 more skill or 481 rating) for the soft cap. Then you'll get the most threat out of taking hit to the 8% raiding cap (961 hit rating).
What kind of gear do heroics hold for me?
Last week, I already knocked out three of the big pre-raid sources -- faction quartermasters, the justice points vendor, and crafted epics -- so all that's really left to list are the pieces available in heroic 5-mans. As such, please consider this list as a supplement to the previous one, and consult both for all your pre-raid gearing needs.
Remember: Pieces that are master+avoidance stat (dodge or parry) are always going to add up to more survivability than mastery+threat or avoidance+threat. If you're gunning for max survivability for your first raid, definitely go for mastery+avoidance above all others.
Head
- Helm of Setesh (heroic) Drops from Setesh in Halls of Origination heroic.
- Headcover of Fog (heroic) Drops from Grand Vizier Ertan in heroic The Vortex Pinnacle.
Cloak
- Burned Gatherings (heroic) Drops from Karsh Steelbender in heroic Blackrock Caverns.
- Billowing Cape (heroic) Drops from Asaad in the heroic The Vortex Pinnacle.
Necks
- Carrier Wave Pendant (heroic) Drops from Ascendant Lord Obsidius in heroic Blackrock Caverns.
- Darkhowl Amulet (heroic) Drops from Temple Guard Anhuur in heroic Halls of Origination.
Shoulders
- Earthshape Pauldrons (heroic) Drops from Drahga Shadowburner in heroic Grim Batol.
- Raz's Pauldrons (heroic) Drops from Ascendant Lord Obsidius in heroic Blackrock Caverns.
Chest
- Beauty's Plate (heroic) Drops from Beauty in heroic Blackrock Caverns.
Wrist
- Alpha Bracers (heroic) Drops from Anraphet in heroic Halls of Origination.
- Armguards of Unearthly Light (heroic) Drops from Isiset in heroic Halls of Origination.
- Shackles of Undeath (heroic) Drops from Lord Godfrey in heroic Shadowfang Keep.
Gloves
- Fingers of Light (heroic) Drops from Rajh in heroic Halls of Origination.
- Gloves of the Greymane Wall (heroic) Drops from Baron Ashbury in heroic Shadowfang Keep.
Waist
- Iron Will Girdle (heroic) Drops from Lord Walden in heroic Shadowfang Keep.
- Sand Dune Belt (heroic) Drops from Augh in heroic Lost City of the Tol'vir.
Legs
- Triton's Legplates (heroic) Drops from Neptulon's Cache in heroic Throne of the Tides.
Feet
- Baron Silverlaine's Greaves (heroic) Drops from Baron Silverlaine in heroic Shadowfang Keep.
Rings
- Entwined Nereis (heroic) Drops from Lady Naz'jar in heroic Throne of the Tides.
- Phosphorescent Ring (heroic) Drops from Corborus in heroic Stonecore.
- Ring of Three Lights (heroic) Drops from Siamat in heroic Lost City of the Tol'vir.
- Umbriss Band (heroic) Drops from General Umbriss in heroic Grim Batol.
Trinket
- Leaden Despair (heroic) Drops from High Priestess Azil in heroic Stonecore.
- Heart of Thunder (heroic) Drops from Asaad in heroic The Vortex Pinnacle.
- Porcelain Crab (heroic) Drops from Mindbender Ghur'sha in heroic Throne of the Tides.
Relic
- Stalagmite Dragon (heroic) Drops from Slabhide in heroic Stonecore.
Weapon
- Sun Strike (heroic) Drops from Rajh in heroic Halls of Origination.
- Smite's Reaver (heroic) Drops from Admiral Ripsnarl in heroic The Deadmines.
- Mace of Transformed Bone (heroic) Drops from Erudax in heroic Grim Batol.
- Elementium Fang (heroic) Drops from High Priestess Azil in heroic Stonecore.
- Cookie's Tenderizer (heroic) Drops from "Captain" Cookie in heroic The Deadmines.
- Axe of the Eclipse (heroic) Drops from Altairus in heroic The Vortex Pinnacle.
Shield
- Bulwark of the Primordial Mound (heroic) Drops from Earthrager Ptah in heroic Halls of Origination.
- Shield of the Iron Maiden (heroic) Drops from Rom'ogg Bonecrusher in heroic Blackrock Caverns.
You've accumulated the gear -- now what?
Next week, I'll wrap up my whirlwind primer to the world of gearing your tank with an overview of gemming, enchanting, and reforging so that you can squeeze every last drop of tanking goodness out of your kit.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Necromann Mar 25th 2011 5:12PM
I gave up on tacking on my pally to holy, but our main tank is a pally. I think he needs some more gear and Im going to send him to this article.
edgehead Mar 25th 2011 5:20PM
You forgot Throngus's Finger on your trinkets list :) (Grammatical fail much Blizz?)
http://www.wowhead.com/item=56449
Also am I correct that parry / dodge should be kept at somewhat even amounts with parry being about 1% higher, I think thats what I read somewhere?
Noakh Mar 25th 2011 5:22PM
The usual advice is to keep dodge and parry [I]rating[/I] as close to each other as possible to stave the Diminishing returns beast.
pancakes Mar 25th 2011 6:09PM
The reason I've seen for keeping parry slightly higher than dodge is that most raid buffs will increase dodge.
Angus Mar 25th 2011 6:21PM
The dodge parry ratio is due to the base values o th stats.
Dodge is 3.9 with nothing on.
Parry is 5.0% with nothing on.
So as long as parry is not more than 1.2% more than dodge you get as much from it as you do dodge. Keep them at this for maximum avoidance for the itemization cost.
theckhd Mar 25th 2011 6:28PM
The reason for keeping Parry a little higher is twofold:
1) You get more dodge from raid buffs than parry
2) You have less base dodge than you do parry (~4% compared to 5%).
Keith Mar 27th 2011 5:34PM
Blizzard's grammar is correct - it should indeed be Throngus's.
Rob Mar 25th 2011 5:47PM
I expect more hit/exper. in the next level of raid gear. GC has mumbling about it coming back. Stamina/mastery is probably a bit too simple for end-game.
Brandelias Mar 25th 2011 5:51PM
Matt you put a lot of emphasis on Vengeance. Maybe I'm looking in the wrong place, but Vengeance as a talent was removed from Paladins with patch 4.0.1 I believe.
If I'm looking at the wrong thing, can you clue me in please?
B
Rhidach Mar 25th 2011 6:05PM
Sure thing! One of our passives from speccing into the Protection tree if the ability "Vengeance", which converts damage we take into attack power, based on a certain percent of our health. Which means that when tanking bosses, we'll always be gaining a ton of free threat.
Culhag Mar 25th 2011 6:10PM
Vengeance is the mechanic that all tanks get (since 4.0.1) that gives an AP boost when you're hit, up to around 10% of your health.
Gwaendel Mar 25th 2011 5:53PM
Every time you use the term "Tankadin", you lose my respect. We are Protection Paladins. Makes me not actually read your articles.
AutumnBringer Mar 25th 2011 6:11PM
I think you can safely expect lingo to be used when referring to things/characters/specs in game. Also, expect lingo to be used everywhere language is used - even in the professional world.
Some of them are not my favorite things to hear/read (for some odd reason I just don't like Boomkin, haha - but that's obviously just me), but that's how it is. I hardly think it a reason to not read something you may otherwise want to.
Mike Mar 28th 2011 3:55AM
Having that attitude, you probably shut yourself off from our greatest resource (dating back to pally tanking before it was cool) at Maintankadin. That reduces not only our respect for you, but also your effectiveness as a tank. That's your loss, not ours.
matticus Mar 25th 2011 6:05PM
When running your first heroics, you definitely are praying for HoO or BRC to pop from the RDF. Lost City and Throne of TIdes are nice consolation prizes.
Seriously Paladins are stupid good for raid tanking. Halfus (first real tank check you will face) is literally about twice as easy for a Paladin to tank, as we can bubble off tank stacks and take much more predictable damage when double drake tanking due to high CTC. A few WoGs (and if needed a SoI) don't hurt either.
I have noticed one thing though. Now that they have their shiny purple weapons, a few classes (hunters, DKs) are starting to creep up on me for threat if I switch to SoI even partway through the fight now. Of course the hunters can just feign, but you know how it is...
Kusaionara Mar 25th 2011 10:03PM
Actually, any pally in your group can bubble a tank to clear stacks
Culhag Mar 25th 2011 6:14PM
Tia's Grace is also quite good trinket for getting Mastery.
http://www.wowhead.com/item=56394
Be aware, though, that Agi users will probably be after it too, so say it clearly if you intend to roll on it.
Grak Mar 28th 2011 5:07AM
Everyone should be doing their TolBarad dailies, as they have THE best tanking trinket in the game: Mirror of Broken Images. Gives a massive chunk of mastery and has a 40% damage reduction ability against all forms of magic thats on a 1-minute cooldown; its invaluable for most encounters but especially things like Nefarians crackles.
Danterius Mar 25th 2011 7:07PM
My paladin's not even prot, but you make tankadins seem so epic that I kinda wanna pick up tanking now.
I used to read Righteous Defense back in the day to help out a friend who's a prot pally, and I for one am glad you've joined the WoWInsider team :D
aynsley.mcgurk Aug 29th 2012 10:27AM
WoW insider's really missed a good Tankadin column, thanks Rhidach for taking up the mantle. As always a good solid read, thank you
/pops Wings