The Light and How to Swing It: First look at Mists of Pandaria's talents for tankadins

At BlizzCon 2011, we received our first preview of what the new stable of talents would be for protection paladins. The name of the game, as the devs insisted, was to break the cookie-cutter mindset and allow for more diverse styles of play between two players of the same spec and class. It remains to be seen if the former comes to pass, but the latter seems to be a safe bet.
Each talent choice is (ostensibly) going to be designed to be as balanced as possible, or so Blizzard promises. At the moment, I think there is a clear cookie-cutter spec to be had, with possibilities for switching depending on any conditions produced by a specific encounter. As such, I'm going to dig through each of the 18 talents available to us and explain why I think the "winner" in each tier is the best choice in a vacuum.
That said, please keep in mind the standard disclaimer when it comes to something this early in the design process: Everything will likely change. I'm going to go ahead and plant my flag and make some declarations, but please focus more on the reasoning behind my choices rather than the specifics. What makes certain talents great in this new system, ultimately, it isn't the math or the wording -- that's ephemeral -- it's the spirit of the design behind each talent. Likewise, enjoy the delusion of what life would currently be like with these talents; it's fun to dream.
Anyway, if you want to follow along with my choices, I invite you to check out my talent choices at the Wowhead MoP talent calculator. You won't be able to see the talent wording otherwise, since there are no official "spells" to link to yet.
Tier 1: The long-awaited gap closer
I've been waiting many a year for that fateful moment when, sitting in my seat at BlizzCon, Blizzard unveiled that prot was finally going to get access to burst movement-buffing abilities -- a gap closer. None of these are Charge, or Death Grip, but they'll fill that long-gaping hole in our toolbox that has haunted us in fights like Al'Akir. But I digress!
Speed of Light On its face, this is the best choice for two reasons. One, biggest bang for your buck -- if you want a speed boost, you want the fastest one you can get. The other two speed boosts, as you'll see, cap out at progressively smaller increments.
The other reason why this is the superior choice is that it's eminently controllable. It's a 1-minute cooldown, you pop it when you need it. But will you need to use it more than the 1-minute cooldown allows? Maybe -- depending on the encounter -- but that's why the other choices exist. For default situations, this is the superior choice on the basis of its size and its control.
Long Arm of the Law A good middle ground and probably critical for a fight that would require constant, oft-available movement buffs. Shannox, for example, comes to mind in regards to attempting to outrun another stack of the bleed. The 1-minute cooldown wouldn't be terribly helpful for that. On the other hand, you need to worry about using Judgement in rotation and then not having it available when you want the speed boost.
Pursuit of Justice Not a fan of the design of this talent. Sure, it'll be up more often, but the stuttering nature of the speed enhance will make it possibly annoying -- not to mention it caps out much lower than the other two. The best you get is constantly alternating somewhere between a light trot and a brisk jog.
Tier 2: Crowd control
Fist of Justice Basically Hammer of Justice but with twice the range and half the cooldown. A solid choice for most boss encounters, especially if we're looking at a fight with stunnable adds like Ragnaros.
Repentance The idea of having a crowd control ability (you know, other than Turn Evil) as prot is kind of nice. Unfortunately, the cast timer precludes its use in combat, and outside of combat there are already a whole mash of classes that bring crowd control without having to sacrifice already-existing utility. (Not to mention, looking at a Repentanced add sideways can usually break it from the spell.)
Seal of Justice Horribly situational at best, ultimately this would end up a PVP talent. From the sounds of it, only looks like a single-target effect, so there's no Chilblains equivalency going on here. Alas.
Tier 3: Survivability boosts
Blessed Life Essentially a free holy power charge every 8 seconds while tanking. Not too shabby at all, but, as you'll see, there are far better goodies in this tier. For a threat-heavy build though, this is the tier 3 talent to beat.
Sacred Shield An awesome survivability talent, but sadly inferior to the next choice. Theoretically, in pure farm situations this is ideal -- assuming there is really no chance of death. If there's even a teeny-tiny chance of meeting your demise, then you should take ...
Ardent Defender Our old friend! In a situation where you can die, like I said, there's no real choice. Cheat death is that powerful.
Tier 4: Healing and absorbs
Selfless Healer I know they said they don't want talents to be considered prot talents, or ret talents, or holy talents but ... this is a holy talent. As long as Flash of Light has a cast time, no matter how short it is, there's no good reason to take a talent that buffs it.
Eternal Glory Lackluster today, lackluster tomorrow. Not even good for threat!
Holy Shield More like it. Notice that in this current incarnation there is no cooldown, as opposed to Word of Glory with its 20-second cooldown. Considering this is the only survivability choice of this tier, in addition to being a pretty sweet ability (basically a second Word of Glory) -- it's the hands-down best choice. Likewise, don't be confused by the wording, Word of Glory also says "friendly target," and it is self-castable.
Tier 5: Utility enhancements
Veneration Purely situational, if not completely a PVP talent. Tying it to Consecration seems like an odd idea, though. That's an awful lot of mana for a de-snare. On the bright side, though, if there is an encounter that mass debuffs the raid/group with a slow, this would be incredible.
Acts of Sacrifice This talent strikes me as incredible milquetoast in its current incarnation. The self-Cleanse pseudo-Freedom also smacks of PVP utility.
Clemency I like this the best of the three, if only for that magic "control" word. Plus think of how fun it would be to get two Hand of Protections out at once in a hypothetical Searing Seeds-esque scenario. Broken, broken I say!
Tier 6: The big guns
Holy Avenger Sadly, this is the only talent in the tier with any real survivability hook. Imagine, if you will, popping this and for the next six global cooldowns chaining Word of Glory and Holy Shield -- again, assuming no cooldowns. That'd be an insane burst of healing and mitigation. Of course, there likely will be cooldowns, so all we can do is dream for now. At the moment, just focus on the fact that this is the only controllable burst survivability talent -- a perfect counter to a dangerous and sudden avalanche of damage.
Sanctified Wrath This might be fun with two-piece tier 13, chaining the bonus and racking up mitigation bubbles just as each is quickly cleaved away. In addition, Judgement will be granting holy power charges in MoP, so this will be a quick way to rack up and expend a ton of holy power on top of a torrent of attacks. Combined with Long Arm of the Law, this is basically a constant speed boost for a set portion, as well. Ultimately though, it feels like more of a threat talent, since you'll still have to expend GCDs on casting Judgement.
Divine Purpose Procs are always fun, especially for a spec as generally stodgy as prot is. However, the lack of control is a non-starter in the end. Would be worth more for threat than survivability.
A thousand variables
Obviously, as you could see from my incessant hedging throughout this word soup, there are an infinite number of unanswered questions that can turn just about every declarative statement I've made today completely on its head. Word of Glory could lose its cooldown, Holy Shield could gain a cooldown, Consecration could change to a reasonable mana cost, Judgement could give us holy power or have the tier 13 two-piece bonus baked in. Anything is possible!
However, that doesn't mean this kind of idle speculation is completely wasted -- the whole point of exhibiting all these new talents to us was to provoke this kind of flagrant hand waving. Blizzard wants our thoughts, our hopes, our dreams, our complaints. Even if just to ignore them.
And, indeed, Blizzard wants to offer us a tiny peek into the developers' thought processes; I think we should we oblige them.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Hahahaha Oct 28th 2011 2:32PM
Tier 6 - I dont understand your choice of picking Holy Avenger.
Guardian in itself is pretty heavy mitigation. I don't quite see why I would need extra healing/mitigation on top of that during that period.
Magus Oct 28th 2011 8:11PM
The extra survivability just might save the raid, but even from a DPS/Threat standpoint, Holy Avenger still beats the rest.
Divine Purpose is nice, but unpredictable.
With Sanctified Wrath, you have 20 seconds of free* Judgements. Each will grant 1HP, but it's still going to be a slow build-up.
* Judgements of the Wise probably won't stack, so the mana cost may be a concern. If it does stack, then we've got our own Evocation. Yay!
Holy Avenger gives us 10 Seconds (6 GCDs) with the flexibility to use whatever's needed.
Boss? ShoR
AoE? Inquisition + HotR or Tab-target ShoR
Raid Damage? 1WoG + HS spam (Assuming no cooldown)
Now, for some questions to consider as more information is released...
- Holy Shield's effect is enhanced by Holy Power, but does it consume all charges or only cost 1 as stated in the Wowhead tooltip? In other words, with 3 stacks can we put a 3xHP shield on one target, followed by a 2x and 1x on other targets?
- Does the "Holy Radiance" effect of Speed of Light apply to the caster, thus making this a survivability talent?
Interesting developments, to say the least.
Chance Oct 28th 2011 2:38PM
As a protadin, I am excited for these new talents. Lots of choices we previously didn't have, lots of new flavor for tanking.
As a retadin, I am deeply saddened. Call my crazy, but Ret was my absolute favorite dps spec throughout cata. People did a lot of QQing about how proc dependant, how it was only viable for burst, etc etc. but I personally found it to be the most skill reliant spec in the game. With terrible procs I was still able to top the charts, and with good procs I was way above par. There have been several times that I was doing 30% of the damage or more on raid bosses in 10 man scenarios.
I found ret to be leaps and bounds beyond the facerolling it was in Wrath, where you could basically randomly bind abilities to keys, close your eyes, and pretend to be Stevey Wonder during boss fights and be top dps. Cata gave us choices to be made as to when to blow our CDs, whether it would be good to blow Zealotry now or should I wait one more HP rotation so I can start it off with a fresh inquisition.
Though I do have faith in the devs, they seem to be taking out the main flavor of Ret that I've grown to love this last teir from my perspective of the new Pally talents. I understand that I am a HUGE minority in my extreme love for Ret and that they had no choice but to change the way it works for the majority of players that felt it was not a viable dps spec throughout Cata, I just hope that they don't revert it back to the way it was in wrath.
Heh I meant to just post the first sentence of this comment as this is not a Ret collumn, guess I just needed to get my QQing out.
Hal Oct 28th 2011 2:45PM
I've kind of said this already, but I really feel like speculation on these is a moot point until Blizzard gets around to brining in the "active mitigation" changes they're planning. Our relationship to our current abilities could change quite dramatically in the meantime.
Also, is it just me, or are our talents just boring compared to the other classes? The other classes seem to have interesting or new aspects worked in, while we basically have current talents and features split out into the new format, albeit with a few minor changes.
I mean, c'mon Blizz, could we at least get an unlimited-target taunt/pull the way all the other tanking classes have or will have?
Matt Walsh Oct 28th 2011 2:49PM
I noticed that too. There were moments in the panel (like when they talked about the Warlock talent giving two demons at once) where the crowd would erupt in "oo"s and "ah"s. No moments like that in the Paladin panel. Except for me yelling "sweet fancy moses!" when they showed tier 1.
Artificial Oct 28th 2011 2:58PM
I have noticed that in any class specific discussion of the new talent trees, at least one person points out that every other class has more interesting options. Fascinating...
bountyhunterah Oct 28th 2011 4:50PM
@Arti
indeed, My main is a hunter, and I'm Learning how to palli prot.... and I look at these abilities, and the ones on my hunter, and see the same thing..... Blah.... maybe they'll get better at time goes on, but nothing here pop's out to me as 'interesting'
furrama Oct 28th 2011 2:48PM
I think that the hybrid classes are just going to have less choice when it comes to picking their talents, especially the ones that pull at least three jobs. I'm not sure there's anything wrong with that, it's just sorta the new hybrid tax. Hybrids get to pick what role they want to play in a group/setting, and pure DPS get to have a bit more choice in their choices.
As someone who has played most all the classes, (save warlocks), I rather welcome that change. Now there's an actual reason to play a pure DPS class, other than class flavor.
GEZUS Oct 28th 2011 2:49PM
I don't like what Blizzard is doing here. Maybe I'm too chained to the previous method, but this looks limiting, not freeform.
Chance Oct 28th 2011 3:32PM
Its sort of a double edged sword. For pallies and druids alike it seems somewhat limiting, as stated above it seems to be the new hybrid tax. Though we do have several choices on most tiers the pures and even those who only have 2 roles obviously have more. Blizzard has to balance the talents of us based on all 3 of our roles and its not an easy task, and they've already done a fantastic job of it.
I do agree that several teirs on our tree are pretty much restrictive as to choices, but considering how the current talent trees work you can already see more freedom of choice in this new system, even in its pre-beta incarnation. As of right now the only real choice we have as prot is between lower cost concecration and faster movement speed, every other talent is spoken for as a requirement for our cookie cutter build.
The fact that these talents are also interchangeable on the fly makes the choices open up even more. As stated in the article Ardent Defender is generally not needed for farm content and we can choose a different flavor for such fights. There are many other talents in the same vein. Never before have we been able to completely change the mechanics of how we will be playing our class from boss to boss as we can now, and I'm sure after the fine tuning of these talents after the Beta is released and they get some testing and feedback this will be much more apparent.
If you look at any of the Pure talent trees you will see much more clearly how much freedom we are being given with these new trees, mostly for the pures none of the choices will lead to a dps increase or decrease but more of a "how would you like yo play your class" option. I personally cannot wait to play a Warlock in 5.0 as there are many talents I will be switching between just for the fun of it and different flavors they add. 2 demons? Yes please. More powerful demons? Fuck yeah sign me up for that one on the next attempt.
Change is scary, the uproar from the 3.3 to 4.06 talent changes was insane and the change wasn't nearly as big. I expect a lot of people to oppose these talents at first, but I feel once most people have them for a few months they will wonder how they managed to put up with the 4.06 - 4.3 talents for a year and the previous talent structure for 5 years before that.
Tom Oct 28th 2011 4:12PM
I see more choices in this very rough preliminary early iteration than I do in our current specs.
The proposed MoP talent system is better in this regard than our current trees and it'll only get better.
kelindre Oct 30th 2011 10:25PM
I completely agree. Maybe Blizz should use crayons to write the text as well!
Roh Oct 28th 2011 3:41PM
I agree with all of Matt's choices here, but only because I feel like for Prot that they are the ONLY real choice in each tier, so they come down to all no brainer "choices". I really think having three completely different specs and only one set of talents to spread points between is going to unfortunately lead to that same "cookie cutter" spec that we had before. The druid and shaman talents feel the same way. Their are obvious best choices in each tier because the others don't really fit in with the spec or are completely wrong for the spec. The pure classes, and some of the minor hybrids like priests, actually have some good choices in each tier, where they have to scratch their heads and think about what they want to put points into. The rogue talents are awesome for that. The Paladin talents are just dull and unrewarding and they don't seem to hit that "fun choice" mark the Dev's said they were shooting for. Hopefully between now and 5.0 these change a lot and actually offer up some meaningful choices you have to think about.
Tom Oct 28th 2011 4:09PM
Pursuit of Justice sounds great for dailies and leveling. Part of why I like it is because it would totally reverse my "rhythm" - currently, I tend to start fights with no Holy Power and end them with a three-point TV or Shield. With MoP's PoJ I would instead try to end fights with three Holy Power and open them with a "finisher".
I find it very interesting how one choice could alter my playstyle so much without changing my rotation.
Swifteye Oct 28th 2011 4:25PM
I'm sorry, I know this is completely irreverent, but I just HAVE to say that "Fist of Justice" is the greatest name for a stun ever.
"Okay, so basically we want to let you just cold-clock somebody hard enough to knock them out for several seconds."
"Well yeah, but we gotta make it sound... paladin-y!"
*chortles*
pacientK Oct 31st 2011 3:18PM
I like this new talent trees. but sadly they dont make any new talnts for pallies, just reworks.
Also i cant beleive Repetance is not retri base skill.
Quasimofo Oct 28th 2011 5:00PM
Sooo..... are we getting shockadins back or not?
Daracus Oct 28th 2011 9:19PM
I'm actually really excited for the new pally talents, since i pvp as prot. I can only imagine how quickly i can burn down a healer with the new holy avenger talent. 5 SOTR, aka at least 150 dps should do the trick there. not to mention the extra hand of freedom and the long awaited gap closer. Man prot pally's are gonna be viable for pvp once more :D
EverythingRuned Oct 28th 2011 11:19PM
Blessed life + holy shield. I think that combo could be better than anything else in those tiers. I'm surprised nobody picked up on that ;).
It'll be nerfed sometime in the next 10 months, so it's no big deal.
brain314 Oct 29th 2011 3:39AM
Ardent Defender is also nice because it's still useful as a 20% damage reducer at any time, regardless if you're going to die or not. Sacred Shield can only be used closed to death.
Blessed Life: At first, it was going to admonish it as purely a threat talent (if Word of Glory still has that 20-sec CD). But looking at the next tier's Holy Shield... if you can pop Holy Shield with no cooldown, Blessed Life might be a nice way to fuel it.