The Light and How to Swing It: An updated look at the prot paladin rotation

With some of the buffs from 4.3 (specifically the buff to Seal of Truth, when Judged) along with ever-increasing stats and item levels, our rotational priorities have changed as well. In order to keep everyone up to date on the latest theorycrafting being brought down from Mt. Sinai from Theck over at Maintankadin (as well as a refresher for the rustiest among us), this column today will look over single-target and AoE threat rotations and talk about what is the most optimal way to roll face.
First things first -- the right setup
Talenting is important when it comes to producing threat. If you're sacrificing a key DPS increaser like Reckoning for a monstrosity like Hallowed Ground, you're going to be doing yourself a disservice in the long run. No matter how cool a damage-dealing talent sounds (Eye for an Eye is case in point here), unless it brings the proper numbers to the table in the sims, it's not worth it if optimal play is your goal.
This is the pretty standard setup. I included the three heaviest-hitting prime glyphs in there as well. With regard to the talents, you can also go a little deeper by swapping the second point out of Pursuit of Justice and finishing off Grand Crusader. The second point is worth about 241 DPS with 2% hit/10 expertise.
Speaking of: All the threat numbers I'll be sharing in this column with be Theck's standard 2%/10 expertise kit, to offer a stable baseline across the board. Obviously, in current raiding, with Vengeance, there's no real benefit for pushing your personal DPS unless you're contributing to a DPS check like Ultraxion. Otherwise, all your itemization energy should be going to survivability, as much as you can help it.
Do your homework!
All in all, every number and assertion you see here is based on the work of the amazing Theck. I cannot exhort you enough to make a habit of visiting his MATLAB thread early and often, to stay abreast of the most current theorycrafting for our beloved spec.
Single-target rotation
Not much has changed for our single-target rotation since 4.3 aside from the Judgement buff slightly shifted our priorities regarding when Judgement is cast. Now, you'll want to prioritize Judgement, in regard to Avenger's Shield, as follows:
- Avenger's Shield goes first, if it has a Grand Crusader proc.
- Judgement goes next.
- Avenger's Shield without Grand Crusader always comes after Judgement.
Bringing up the rear in the rotation is Consecration (assuming you have the mana for it) as a filler. You shouldn't need to do Holy Wrath, but if you have the opportunity, don't. It is (as the Scottish say) crap. Hammer of Wrath pulls ahead of both of those, so if the target is under 20% health, use HoW before any other filler.
Alternatively, the Inquisition rotation
Here's the question to ask yourself: Are you a bad enough dude or dudette to use the Inquisition rotation? Actually, it's really not that hard, and the benefits are no longer neglible. You can add up to 400 DPS to your output with this rotation.
The trick is that instead of mindlessly hitting Shield of the Righteous when you have 3 holy power, instead only use Shield of the Righteous if you have a Sacred Duty proc or if Inquisition is active. If both those conditions are not met, then dump your holy power into activating or refreshing Inquisition. The extra 30% holy damage really adds up across the board.
Tracking those two conditions is easily done using Power Auras. Just set one up using the conditions of the Sacred Duty or Inquisition buffs being active. Make it nice and apparent, and do your best to be super-attentive when the time comes to dump holy power.
It adds a little decision making to what's otherwise a bland rotation, which is fun. And more numbers are always welcome!
The AoE "rotation"
Do your best to maintain a straight face when calling this a rotation. Well, scratch that, two things can a rotation be. Inquisition should always be up, and Hammer of the Righteous should be cast on cooldown. Likewise, it's slightly more DPS to use Hammer of the Righteous at 3 holy power (and thus wasting a charge of holy power) instead of refreshing Inquisition too early.
For fillers, rely on Avenger's Shield and Consecration. Holy Wrath and Judgement are both weak, and the mana gains from Judgements of the Wise doesn't really even factor in since Sanctuary will be keeping your mana topped off in AoE situations.
Theck also, in the MATLAB thread, draws a distinction between AoE situations where you're spreading around damage like buttering a slice of a bread and if you're focusing down one target at a time and letting cleaves hit the surround mass of mobs.
For the former, prioritize Inqusition and Hammer of the Righteous like you'd assume. For the latter, it makes more sense to use your holy power on Shield of the Righteousness but still use Hammer of the Righteous for the holy cleave. Moreover, glyph Avenger's Shield for additional focusing power on that single target.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Philster043 Dec 30th 2011 5:21PM
Thanks. Been wanting to dust off my BE paladin.
Sqtsquish Dec 30th 2011 8:42PM
Been contemplating leveling my 81 pally to 85 for tanking, I always loved shield tanks, but warriors aren't shiny enough, and my dk though shiny doesn't have the right type of shiny and it doesn't use a shield (which for me is important). How is pally tanking for the whole "feel" aspect?
Philster043 Dec 30th 2011 9:44PM
In my experience, easy. But satisfying though, when you get the job done without too much fuss.
BloodCrow Dec 31st 2011 10:44AM
1st: Tauren Sunwalker > Blood Elf Blood Knight any day.
2nd: Paladin tanking feels like, to me at least, the quintessential shiny shield tank.
I leveled 3 or 4 druids to some mediocre number before getting bored each time thinking it was tanking that bored me. I just needed to play a paladin :-D
P.S. Does every hunter who makes a tank choose pally?
Philster043 Dec 31st 2011 7:57PM
@BloodCrow, I made my BE pally prior to tauren being available for paladins, otherwise I would have made a tauren sunwalker instead. They do look cool! But my paladin grew on me a lot, especially since blood elves used to have their own unique paladin quests (blood knights, as you said) and I did them.
My main is a priest so I don't know about hunters. I suppose paladins did feel very similar to priests though, holy magic and all that ;)
Jardinsky Dec 30th 2011 5:32PM
I find Holy Wrath to be quite useful for the stun to undead, demons, elementals, and dragonkin (with the glyph).
Belfonisis Dec 30th 2011 5:38PM
With survivability still being our #1 concern, when we have our T13 2 piece (that makes judgement give us a little bubble), we should probably move judgement up in priority even if it hurts dps. Yes? Thankfully threat being a non-issue helps us to make this decision.
DragonFireKai Dec 30th 2011 6:50PM
That depends, the 2pc only adds up to about 180 shield per second. You might want to change the rotation a bit if you know a big hit is coming, such as an hour of twilight or an impale, and save judgement until the hit is about to land to help take the edge off. Otherwise, against the general melee and raid damage pounding a tank takes in the course of a fight, it's not worth shifting the priority around.
Miri Jan 3rd 2012 1:37PM
I find the 2pc to just be a bonus on the way to the 4pc. It's a nice thing to have, but I haven't shaped my rotation around getting a little shield up before a big hit.
The 4pc is the icing on the cake in DS--the 2pc just means I need less healing in a 5 IMO :)
djsuursoo Dec 30th 2011 6:10PM
i just rolled a paladin for prot-work the other day so i'm getting a kick/relevant to my interests/would like to subscribe to your newsletter/insert witticism here/for teh lulz.
but really, this is good stuff.
Eternauta Dec 30th 2011 6:15PM
..."If you're sacrificing a key DPS increaser like Reckoning for a monstrosity like Hallowed Ground, you're going to be doing yourself a disservice in the long run. No matter how cool a damage-dealing talent sounds (Eye for an Eye is case in point here), unless it brings the proper numbers to the table in the sims, it's not worth it if optimal play is your goal"...
This is why we need the Pandaria talent revamp =)
Mitawa Dec 30th 2011 6:36PM
Funny how this is all completely different from leveling a tankadin... The way PuGs expect you to pull, the unreliability of your healers, and even just the way to get the best XP tends to involve gathering groups so large you can't see yourself, fully talented and glyphed into consecration, hammer of the righteous, and holy wrath. Oh...and use your holy power to heal yourself, no one else will.
Yes, I realize this is a column for end game, I just wish sometimes that leveling actually taught a person how to play their class.
Ostentaneous Dec 30th 2011 10:07PM
http://i305.photobucket.com/albums/nn202/tehfailsafe/tank.jpg
"When in doubt round em up and consecrate."
It's the motto I live by.
Philster043 Dec 30th 2011 10:22PM
While leveling you just go with the flow of what your groups want is the way I approach it. If they want it fast and risky, I give 'em fast and risky. Then if something goes wrong I tell them what's the problem? That's what they asked for. Usually they just leave out of frustration, and we can get people who are more reasonable - or at the very least, more wary, because obviously something had to have happened for them to get in midway through a dungeon.
I'm usually mindful of healers (my main being a healer too) but while leveling, I've noticed the healing experience's easy for them as well.
At max level, the game changes. It does for every class.
Skyrei Dec 30th 2011 11:04PM
Don't forget...
CC = Constant Consecration!
hamsammich Dec 30th 2011 8:05PM
It's funny that I've been playing a paladin since the original beta, never paid attention to sims, and haven't had a) threat issues or b) mana issues. I couldn't care less what DPS I'm pulling, simply because more often than not, I've pulled respectable DPS without min/maxing and worrying like a schoolgirl about it.
Simply put: if you use the five-ish main paladin tools for hitting things (and you have adequate +hit/expertise), you'll be fine in the threat and DPS departments without really worrying about the above OCD stuff.
Miri Jan 3rd 2012 1:43PM
I'm greatly amused by your post because if you kept up with Prot Paladin stat weights, you'd find that Hit and Expertise are pretty far down the scale (and Expertise is above Hit).
Some of us try to bring our best for our raid teams--and there are some cases where the OCD level of detail is what's been you and a boss death. There are several fights in DS where the tanks need to be doing adequate DPS in addition to holding threat in order to push kills. And I'm not saying they're in a run in lawlfail DPS hitting enrage timers.
Paul Dec 30th 2011 8:49PM
Regarding the suggested talent spec, I would just like to add something.
The spec listed is the best spec for pugging and if you limit yourself to 5 mans. In the raid scene, pay attention to what your raid members bring and adjust yourself accordingly.
Judgements of the Just and Vindication become completely redundant when certain class/spec combinations are available.
For example, if you have a DK or an Enhance Shaman of a regular basis, drop JoJ as soon as. The debuff is available 100% of the time from those two sources without relying on their talent spec choices.
Vindication's benefit is something you'll need to talk with fellow tanks about. Even though Warriors and Druids bring the effect without the cost of a Talent Point, it does cost them a more important resource AND it's not attached to something that is part of their damage rotation. However, if you are with a tank that always provides that benefit, and you're never the person that handles the solo tank fights, then drop Vindication, but for one point, it's probably better to keep it.
Evlyxx Dec 31st 2011 5:31AM
For 25 man raiding tanks that's all well and good but for a 10 man/HC running tank those talents are essential so you KNOW you'll get the benefits they bring.
Also by dropping JoJ the only useful talent is Eternal Glory and that provides unreliable procs so while useful isn't something you can depend on.
The observation I will make about the build is that unless you are using the PoJ talent for the free Holy Power element or you can use the 1/2 talents elsewhere if you use Lava Walker enchant (http://www.wowhead.com/item=52782) as the talent does not stack with it. The viable options for this are the aforementioned Eternal Glory or the "monstrosity" that is Hallowed Ground.
My personal build is a 0/33/8 (http://eu.battle.net/wow/en/tool/talent-calculator#bc01!!kbjSeTTebQ!Ygj!jQPlmNnop) and yes I have Hallowed Ground ;p
Thereone Jan 1st 2012 7:48AM
Re: Evylxx: Your talent build link shows that you passed over Divine Guardian - I'm curious as to whether you're running with a resto shaman or two in your raids to provide the Spirit Link Totem raid damage reducer or something similar to make up for it?