The Light and How to Swing It: Patch 4.1 for the protection paladin

Assumedly -- hopefully -- we're a week away from the release of patch 4.1, and with it all the various tweaks to our beloved tanking spec. Some are buffs, some are nerfs (including one fat nerf to Word of Glory), and the others are changes of various import that'll have some subtle but important effects on our tanking.
The troll hunt will be on, but before you queue for that first Zul'Gurub or Zul'Aman 5-man, you'll want to get your house in order. I'll give you the ins and outs of 4.1, what it means for us in terms of every little affected facet, and how to cope with the hardballs that Blizzard tosses at us, so you can hit the ground running with hardly a stumble.
The big one: Word of Glory now has a cooldown
This isn't doom and gloom like some are predicting. A setback, sure, but it's not going to cripple us. For starters, a cooldown of 20 seconds theoretically only removes every other Word of Glory from the table (assuming you're only spending holy power on Word of Glory), with it currently taking 9 seconds to generate a full stack of holy power (assuming no Crusader Strike/Hammer of the Righteous misses, which let's face it, is a tall order).
If anything, this'll force us to be more judicious with our choices of when to pop Word of Glory. We don't have the luxury of flooding the zone with free heals, so we'll have to be a wee bit more pragmatic. Rather than WoGing on cooldown, it's going to be a better idea to sit on the button and use it when you've taken a major hit (or are about to take a major hit, thanks to Guarded by the Light's absorb-overheal effect) and smooth over that brief moment of panic for your healers.
It'd make much less sense to WoG when it comes off cooldown during a moment of respite than when you're about to take a frost breath to the face 5 seconds later. Basically, WoG is moving from a model of free and frequent healing to more of a cooldown. Adjust mentalities appropriately, my friends.
Not-so-Eternal Glory
Moreover, this change also has repercussions for our talent choices. Guarded by the Light, I feel, is still a valid choice for your talent points, but Eternal Glory most likely will not be. With our being incapable of using Word of Glory back to back, the talent loses its survivability raison d'etre and morphs primarily into a threat talent.
And how does it stack up in that regard? Well, poorly. According to some preliminary Theckmath, EG is only 14 DPS per point in a 939 rotation with full Vengeance and that "nirvana" of no hit/low expertise. Contrarily, Seals of the Pure (EG's neighbor) is worth 130 DPS per point under the same conditions.
Drop EG as soon as 4.1 hits. It belongs to holy paladins now, primarily.
More holy power, but not much more
Now that I've gotten the bad news out of the way, let's talk about the good news. First and foremost, the Grand Crusader proc now generates holy power when Avenger's Shield is cast while the proc is active. This is a great change that will ideally give us a little more holy power to alleviate the low hit/expertise-induced drought we've been toiling under lately.
However, we're still talking about a rotation -- 939 -- in which the only spots that are really free to swap different abilities in are the 9s. The 3s are all booked up with Crusader Strike like it's wedding season at Niagara Falls. So every other GCD is going to be Crusader Strike, and every GCD at the 3 holy power mark is going to be a holy power-fueled ability. That leaves you with a tiny, tiny window in which this change can shake up the rotation.
So, when would you use Avenger's Shield? When that proc lights up? No. Crusader Strike still takes priority over Avenger's Shield. Only use AS in the 9 slots, prioritized before Judgement.
Basically, the new priority system for 4.1 seems to be: ShoR > CS > AS > J
There's a whole discussion here about how what should be a big change is pretty insignificant because our rotation is about as stiff as day-old corpse. But that's a topic for another day.
More Sacred Duty procs
Avenger's Shield now can generate Sacred Duty procs. This is a wonderful change, which should lead to a good number more Shield of the Righteous crits per fight. Remember, the biggest gun in our arsenal is a ShoR swollen with a fat Sacred Duty proc. Anything we can do to up that will invariably give us more single-target threat.
Raidwall takes a hit
Raidwall's hit not just in terms of uptime but in terms of prestige, as well. Those uncivilized meatshields, the warriors, are getting a Divine Guardian of their own in Rallying Cry. In line with the increase in available raid cooldowns and the sublime overpoweredness of Divine Guardian, the cooldown on DG has been increased to 3 minutes. This'll overall give your allies more frequently available raid cooldowns, even while we'll be weeping in the corner at the reduced efficacy of our precious raidwall.
Still, keep in mind that Divine Guardian continues to be the superior cooldown. Damage not taken is always, always better than damage taken, even if you have a layer of temporary hit points to cover for it.
Less downtime post-death
Righteous Fury will persist through death now (though I swear I've heard that line before). I welcome this, because there is nothing more infuriating than being battle rezzed in the middle of a fight -- never mind the indignity of requiring the rez in the first place -- and needing two GCDs to get RF back up, then your seal, and then you can get back to tanking.
It was worse in the past when Blessing of Sanctuary was third on that list, but still, the sooner we can get to a point where the first button we hit coming out of death's gate is taunt, the better.
The secret threat nerf
Judgement of the Just will no longer proc talents and other effects. This may seem innocuous to the layman, but in actuality, it's a tiny damage nerf. For the longest time, we've been relying on JoJ, sub rosa, to give us additional seal damage among other effects (basically, whenever the slowing effect hit or refreshed it would trigger our seals). With this long overdue bug fix, we'll be losing that free threat. All good things, etc., etc.
Block rating is finally dead
Lastly, a tiny buff via a profession change: The last vestige of block rating in the game is being swept away with the change of Enchant Shield - Blocking to Enchant Shield - Mastery. While we're losing an old friend, it's a small comfort to know we're gaining some free block chance out of the deal. The old enchant was worth .45% block chance; the new one is worth .63%.
I don't know if .18% block chance is enough to salve the wound of having block rating taken away ... but I suppose it will do.
Don't forget to send flowers to the Widow Blockrating.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
MysticalOS Apr 22nd 2011 6:13PM
on the Rallying Cry subject, it's worth nothing that it is at huge disadvanrtage a prot warrior use it. It shares CD with last stand, so a prot warrior has to decide on a 20 second 30% health cd, or a 20% cd that only lasts 6 seconds. warriors only have two cds, last stand and shield wall, to sacrifice one of them for raid is practically ludacris and doubtful on some fights prot will be able to afford it when CDs are too precious, such as add kiting on nef, or MTing maloriak. Other fights though the sacrifice is less questionable. Paladins devine guardian is not same by comparison, using it doesn't make you lose one of your self cds, instead, you yourself don't benefit from devine guardian to prevent stacking. while as the warriors benefit from their raid CD..
however, i'd take last stand on it's own CD and not benefiting from cry any day, then using a raid CD wouldn't sacrifice self surviability.
but for now, Rallying Cry is going to be the dps warriors special treat.
Eirik Apr 22nd 2011 7:32PM
I had not heard of rallying Cry before this post. However, seeing your comment, my first thought is: Tie it to an announce macro. The raid healer may use that as a cue to preemptively aid the tank healer.
This might be considered either a mana saver (20% of 9 people's health > 20% of tank's health), or a way to help the raid healer keep from getting behind on heals. So you're right, it is sacrificing a tank panic button. But sometimes the critical weakness in the raid isn't the tank healing.
Elmouth Apr 22nd 2011 7:57PM
TO THE GROUND BABY
Tor Apr 22nd 2011 7:04PM
That works great if you're Prot, but there are actually times when you want to have the extra threat of RF when you're Holy or even Ret. Making it part of the Prot talent tree would deprive Holy and Ret of a threat utility.
Necromann Apr 22nd 2011 7:05PM
It would be better as a speciality bonus and not a mandatory talent, unless it is baked into another talent.
Amanda A. Apr 22nd 2011 7:09PM
I've occasionally run without RF at low levels (in the 40-60 range, prot paladins hit like trucks so I just queued all three roles). And the first time I tanked ICC on my death knight alt, back in Wrath, the main tank had to switch off Righteous Fury to keep from pulling off me when I had the boss, then turn it back on just before he taunted back off me, because he was in ICC25 and h10 gear, against my badge gear and offspec stuff no one else wanted. I've had to do something similar myself in Baradin Hold; my death knight, at gear parity, can put out a lot more threat than someone with a 1h tank weapon.
Wilandice Apr 22nd 2011 7:19PM
I don't really agree with Righteous Fury being a passive Protection only talent. I am a Holy Paladin and my guild is currently 9 of 12. I raid with a Protection paladin and he specifically does not use Righteous Fury on the Chimeron fight in BWD. He is the Double Strike tank and does not want any aggro beyond the initial taunt. We also use it in Grim Batol on the second Boss General Umbriss to collect the Troggs. I (as the Holy Paladin) use Righteous Fury to gather the Troggs (plenty of aggro through healing with it up) so our tank can gather them up quickly. The DPS slows or stuns the Malignant Trogg and quickly kill it. This allows us to quickly separate the Malignant Trogg. I have also seen it used by a Ret Paladin after a tank death using cool downs to help down a low health boss saving a wipe. I am sure there are plenty of other situations where you can use this talent to your advantage as a Paladin.
Taino Apr 22nd 2011 8:21PM
I don't turn off RF for Chim and I am usually the double attack soaker. Reason being that vengeance will keep the MT's threat up nice and high due to his attacks hitting harder than mine do. MT we use that fight is a warrior who puts Vig on me, so he continues building vengeance even when I am soaking the hit.
As an aside if you are doing Grim Batol in a guild group, I usually just have a dps CC the malignant trogg pretty much where he stands, and shield toss the others or righteous defense my healer as they usually make a beeline for him anyway. DPS just burn the boss as my aoe attacks and any splash damage kill the troggs without their help.
Wilandice Apr 23rd 2011 8:57AM
I do these encounters with other group compositions all the time. I am not saying that there are not plenty of valid ways to handle each of these situations. :)
I would really like for there to be some unique abilities for different classes. How much blending and standardizing do we need?
osprey0024 Apr 22nd 2011 7:21PM
There are many tank swapping fights where my other tank and I were grateful for my paladin's ability to drop RF and reapply when necessary. Specifically, fights where every little bit of DPS matters such as heroic Festergut. There may be a fight like that now, but I do not know. Unfortunately, RL has messed with my progression raiding this tier.
matticus Apr 22nd 2011 7:25PM
I drop RF on Argaloth all the time, so I don't have to slow down dps while the other tank picks him up. Same for my good buddy Halfus Wyrmbreaker. Then I throw it back up just before I re-pick up the boss.
Also I turn it off during dailies in TB so some blasted dirty Alliance toon doesn't tag a mob then run it through my aoe stack while I have consecration on the ground and "gift" me the mob.
Eirik Apr 22nd 2011 7:44PM
> spells which cost no mana, have no cooldown and stay on forever
For instance, Inner Fire vs Inner Will, or Demon armor vs Fel Armor. Or in a sense, Defensive Stance vs Battle or Berzerker Stance; or Aspect of the hawk vs Aspect of the Fox vs ....
I understand where you are coming from. There is no "other option" for RF. But generalizing from that case is a bit more tricky than you imply.
Zapwidget Apr 22nd 2011 7:57PM
I have
/cancelaura Righteous Fury
macroed and set right next to Righteous Fury, and I'm sure many others do as well.
Warriors can swap to battle or fury to stop their threat, DKs can go to Frost or Unholy, and Bears can change to kitty. If Paladins became hardlocked into Righteous Fury it would severely limit their ability to tank some encounters, and/or limit encounter designs like Argoloth and my favorite, Uncle Fester(gut).
Nate Apr 22nd 2011 8:51PM
The WoG nerf is extremely inelegant..especially when it renders an entire talent useless.
Brett Porter Apr 23rd 2011 10:24AM
It only renders it useless for Protection and Retribution pallies, actually. Since it's on the 1st tier, it's something Holy folks were picking up anyways, and since they have a passive that removes the new CD, it is still very useful for them.
Not all Tier 1 and 2 talents are *super* useful for the spec they are in. For example, Arbiter of the Light (http://www.wowhead.com/spell=20360) is pretty meh for Holy even though it's in their 1st tier, but it's perfect for Ret and OK for Prot. That's the case with pretty much all classes/specs on their "boring" 1st two tiers of talents.
Angus Apr 23rd 2011 11:49AM
I don't know any holydin that like the talent either. pursuit of justice is better. heck, it gives you as much holy power as that talent in halfus...
Jgalt Apr 22nd 2011 8:24PM
"like it's wedding season at Niagara Falls"
So 2009...
theckhd Apr 23rd 2011 10:40AM
Quick correction: EG is about 47 DPS per point, not 14. It's sort of nonsensical to consider EG's effect on the 939 rotation, because 939 doesn't use WoG. In other words, that 14 DPS difference is all simulation noise.
W39 (which is WoG>SotR>CS>AS>J) is the rotation you want to look at for EG. Note that SotP's value in W39 is 0 because it's assuming you have SoI running. So the relevant comparison would be EG's ~47 DPS increase per point to the ~130 or so from SotP if using SoT.
Angus Apr 23rd 2011 11:46AM
Osprey beat me to the Festergut comment. The damage bonus provided by that debuff allowed me to get close to the melee on that fight for DPS when tanks were way low comparatively. If I had not taken off RF, it would have been a wipe.
Heck, I've seen some tanks switch stance/presence or turn off RF to let them do as much DPS as possible without stealing threat.
What RF should be is what it is once it persists through death and for it be automatic when you switch to prot from another spec.
Necrovoodoo Apr 23rd 2011 2:50PM
I'm glad that RF is not passive. I hope they never make it passive. I remember when my guild was first working on Festergut, I used to dismiss RF when it was the other tank's turn to tank the boss. This way, I could go all out DPS without building threat and accidentally stealing aggro.