The Light and How to Swing It: The storied history of the paladin tank, part 2

Last week, we talked about the beginnings of the protection paladin spec and the stirrings of the infancy of the "tankadin conscience," as it were. To briefly recap: In vanilla, we were presented with a series of hurdles ranging from terrible gear choices, to poor threat potential thanks to limited mana (after the Righteous Fury change), to terrible talent trees that didn't offer the tools needed to tank effectively.
Then The Burning Crusade launched, and the game changed completely. Suddenly we had real tanking tools -- a taunt, for example -- and were finally primed to explode upon the tanking world with all the sound and righteous fury we could muster. That's where our story begins today, with the prot paladins of yesteryear preparing to make a name for themselves and their spec in earnest.
What little I talked about The Burning Crusade last week, I spent talking mostly about the new abilities we suddenly had with the launch of the new expansion and other high-level changes. I didn't really get into what a day in the life for tankadins was and what the specifics of their tanking flavor looked like.
Casters in plate
For starters, gearing back in The Burning Crusade was completely different from how we geared in Wrath and current day. Gear was still somewhat weird but leaps and bounds ahead of vanilla's bizarre hodge-podge, for sure. The usual tanking gear we would seek out had stamina and defensive stats like defense and dodge rating, and then we'd roll with whatever intellect and spellpower we ended up with. We avoided strength, since it did little for our threat and certainly didn't have any avoidance benefits like it does today. Likewise, we were sometimes stuck with mana regeneration stats by virtue of their being randomly on tanking gear.
Our weapons were generally always spellpower weapons, though there was always the dream of using spellpower-less tanking weapons (with avoidance stats). One example was The Sun Eater, though weapons like these often were very, very situational and for times when threat wasn't an issue -- like halfway through a fight once the threat ceiling was firmly established.
The first weapon for many tanks was the Crystalforged Sword, followed by the Gavel of Unearthed Secrets. The search for the next best spellpower weapon often sent many prot paladins into the depths of the Arena system to accumulate the points for amazing tanking weapons like the Merciless Gladiator's Gavel. And of course raiding provided such iconic weapons as the Pink Lollipop. You can imagine how spellcasters felt about having to compete with the tank for loot.
Seeking uncrushability
Perhaps the biggest goal for pre-raid prot paladins was the journey to becoming "uncrushable." Back in The Burning Crusade, any boss that was three levels higher than you (basically, a raid boss) had the chance to do a crushing blow for 150% damage. The best way to handle that was to stack enough block and avoidance to push crushing blows off the combat table -- basically, the ancient predecessor to block capping.
Thus, often before you could set foot in a raid, you had to run normal and heroic dungeons to accumulate the gear for tanking raid bosses. Even then, certain fights could throw monkey wrenches at your ability to maintain uncrushability. I specifically remember the terror of tanking Nightbane and watching him cast fear and sending me running away, absorbing all hits in my tender, avoidance-free backside.
Tankadins in raids and heroics
In raids, prot paladins were often relegated to the role of what was called the offtankadin -- picking up adds on certain fights (thanks to our superior AoE threat) and managing them. This replayed itself in SSC with fights like Morogrim Tidewalker or just about the entirety of Mount Hyjal, with its waves of adds. And when not tanking adds on certain fights while the warriors did the heavy lifting, we'd switch to our holy sets and heal the other fights. The gear in the earlier run of raids often reinforced this flavor of paladin tanking, gear loaded with block stats and bonuses revolving around threat. Not particularly helpful when it came to withstanding the larger hits of bosses.
Meanwhile, when not in raids, prot paladins were tearing up heroics with our AoE threat and blocking prowess. Any tankadin who ran heroics in The Burning Crusade has heard at least once the quote, "Wow, I had no idea paladins could tank so well -- I'm only ever doing this with one of you guys." In no time, we were ripping through heroic 5-mans like Shattered Halls in no time, gathering up huge piles of mobs and AoEing them down through Consecration and reactive damage from abilities like Holy Shield and Blessing of Sanctuary, along with faction items like the Petrified Lichen Guard and dungeon drops like the Figurine of the Colossus. We were nigh-unstoppable AoE juggernauts.
This was great for the ego, but prot paladins dreamed of something more than just tanking the mobs. We wanted to tank the bosses.
Enter the maintankadins -- a movement began initially as a prot paladin here or there rose to become the main tank for their raid but really began to gel as progression continued and the gear from raids like Black Temple and Sunwell started to seriously support the playstyle. By the end of the expansion, many guilds had paladins as their main tanks, and the class was firmly established as a serious contender for being able to do that job.
Suddenly prot paladins were at the forefront of raids bringing down Illidan. Initially this was a curiosity -- someone used a prot paladin to tank Illidan?! -- but over time, we really established a reputation of being able to do the job. By the time was Sunwell was in full swing, people stopped questioning seeing a paladin performing the main tank role. We had arrived.
The only way from here is up
We're headed upward partly due to Blizzard's decision to support a playstyle of "bring the player, not the class" going forward and, in particular, a commitment to making all the tanking classes of equal ability. As you'll see, the next expansion really was a serious case of growing pains when it came to that aspiration, as a new tank class and the efforts made to buff some of the tanks created a bizarre roller coaster of viability that rocked the four specs for the entirety of the expansion.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 1)
Sumadin Nov 18th 2011 8:17PM
For those intrested in more detailed story about the paladin you can view the serries "Does blizzard really hate paladins" made by a paladin called longwriter.
While he is not the greatest youtuber in the world his serries has made him a legend to some amoug the paladin community. The serries are highly subjective(who could blame him) but still provide a decent and funny insight of the paladin of yesteryear.
You can view them on his channel.
http://www.youtube.com/user/longWriter
Texicles Nov 18th 2011 8:24PM
I'm sad not to see a discussion of the mystic art of Holy Tanking from back in BC. One of my biggest regrets in my time playing WoW was not leveling a pally just so I could play around with such a wild (though apparently successful) strategy.
Hih Nov 18th 2011 8:44PM
They were about as prevalent as "Panzerkins" (Moonkin tanks). Something you did when you were with a group that completely overgeared the instance and you just wanted to dick around doing weird things for fun.
Murdertime Nov 18th 2011 8:39PM
Hey, remember the Hyjal raid? And needing to gear up a paladin tank jst so you could actually tank the huge trash waves?
Yeah.
That was a blast.
Sob.
Kaphik Nov 18th 2011 9:14PM
We never found any good paladin tanks for my Hyjal group. We used three druids and a warrior.
Hih Nov 18th 2011 8:42PM
Didn't Illidan's Shear keep pallies from tanking him until the 3.0 patch? Wowhead says it only does damage now, but didn't it reduce the chance to block or something that only Warriors with their +75% block chance Shield Block overcome?
And oh, I remember healing Paladin tanks back in BC heroics. "I can totally keep threat on every mob in the entire instance!" Yes, just because you could keep threat doesn't mean you're healable when you've got two packs of mobs where half of them are supposed to be CCed! Oh my poor, poor mana bar... Certainly interesting times back then.
angellusEU Nov 18th 2011 10:50PM
not when you had enough block rating, and also remember illidan was a duel-wield boss, which meant if the warrior didnt use shield block at the perfect time then Illidan would eat through the shield block before sheer, where as holy shield had multiple charges before it was used up.
moladun Nov 18th 2011 9:31PM
One thing that's minor but worth mentioning for people newish to the game, is that there was no dual spec back then. For single tank fights, I would have to put on my healy gear, and off heal, as prot. It was oh so much fun.
nfkindred Nov 18th 2011 10:12PM
Wait, you were allowed to heal in prot? I always had to port/fly back and pay for a respec each time. Some nights it cost alot :(
valadarium Nov 19th 2011 11:25AM
Our pali tank, in 25 mans, was our main tank, so he never healed. But in our ten mans, (last boss of ZA sticks out the most for me right now) we had our warrior tank and our pali would throw on his healing gear and heal as prot. Man, I miss those days sometimes hehe
Brightstone Nov 19th 2011 1:06PM
Hold on a minute. If I recall correctly, you neede to have a certain amount of a now extinct stat called defense to be uncrushable. Many bear tanks were using pvp gear because resilience worked in the same way to reduce critical hits, which is what crushing blows were. Avoidance stats and crushable blows weren't related. Although you could still push regular attacks of the hit table so that all incoming hits would be blocked dodged or parried. I could be making this all up in my own head though.
Snuzzle Nov 19th 2011 7:49PM
You're not remembering correctly. In order to be uncrushable, you needed to push all crushing blows off the attack table, which was achieved by reaching a magic avoidance number (107.4% I believe?) That number came from dodge, parry and block. Since defense helped all those, it also helped warriors and pallies become uncrushable. Since bears cannot block or parry, a bear simply could not become uncrushable... bears were instead given huge armor and HP to help soften the fact that they were crushable. But nobody took a bear to tank a fight where a boss could crush, unless they already overgeared it anyway.
End derail.
Elzam Nov 18th 2011 11:30PM
What was really fun was when we could balance our self-blessings and seals in accordance for some pretty awesome combinations. A favorite Prot Paladin tanking area were the Demon Hunter initiates on top of the Black Temple; there are about 20-30 in each area, and it was unheard of before that point for anyone to tackle 30 same-level mobs. However, with Blessing of Sanctuary, Seal of Light, Holy Shield, and the Sporeggar Rep Shield that gave off a small reflection), basically you would be an immortal being against these fast-attackers (but with individually low damage attacks), blocking most of their attacks and slowly whittling them all down with several sources of reflective/aoe damage.
Tankadin Nov 20th 2011 4:54PM
Hehe...I still have a screenshot or two of the dead piles of mobs spread out around me. It was fun.
It wasn't fun getting past the first few bosses in MH and then being asked to sit for a warrior tank, especially after having been my guilds main tank from Kara on. It definitely left a bad taste in my mouth and caused me to eventually quit. There was a lot of pressure back then to let a warrior MT and my guild wasn't about to let me pull tricks out of my ass to show them that I could get around the mechanics of certain fights with whatever work arounds existed in the form of potions of free action or what have you.
Thundrcrackr Nov 21st 2011 12:09PM
Yes! We had so many return-damage abilities back then:
Ret Aura + Holy Shield + Blessing of Sanctuary (RiP) + Petrified Lichen Guard + Felsteel Shield Spike = burn through countless melee mobs with ease!
I remember farming those BE mobs on top of BT for weeks. It was so much fun. You could literally round up that entire area of mobs because they were all melee. You could even pull the elite with them if you were geared well enough.
Grai Nov 19th 2011 10:54AM
During the glory days of BC when my paladin was my main my pull order was this, this room,next room, boss room. Although I had done some post 2.0 tanking before the full launch of BC, it was in BRD first time I used the Capt America shield. Couple folks had no idea of what it was.
Elethiem Nov 19th 2011 11:34AM
I remember posting my first weapon, the Crystalforged Sword in guild chat and people were boggling at the fact that the sword had +spellpower and +block, which for people who started playing in Wrath could not make sense of. The block has now been replaced with crit.
I started leveling a paladin in BC because those guys rocked at heroics. My first heroic as a prot paladin I will never forget.
protopet Nov 19th 2011 5:20PM
i thought crushing blows were 200% damage
Snuzzle Nov 19th 2011 7:52PM
Remember the player equivalent of the crushing blow, the glancing blow? That was when you went to attack a mob more than three levels higher than you and only hit for half damage. Thus ensuring you were doubly screwed against higher level mobs (they deal more damage to you while you deal less damage to them).
So glad those are gone.