5 common mistakes paladin tanks make

I know this is not going to come as a very big surprise, but it's not very difficult to tank as a paladin. As any warrior tank would gleefully assert, even a trained monkey can operate the 939 rotation and squeeze in a Word of Glory from time to time to boot. Indeed, as the old adage goes, a paladin tank is easy to learn but difficult to master, and in many respects, that's very true. And very important. It's not good enough to just play the class -- we want to master it!
There are several common mistakes aspiring (or even veteran!) tanks make that hold them back from hitting their full potential. These range from covering threat generation to gearing to survivability. And correcting each is an important hallmark on the path to optimization.
1. Not hitting Crusader Strike enough Crusader Strike can be accurately described as the heartbeat of the protection paladin rotation. With its 3-second cooldown, resource generation, and generous contribution to one's overall damage numbers, Crusader Strike is situated in a hallowed place -- essentially, the center of gravity of our threat and damage. Not Crusader Striking enough can easily and mortally wound your damage output and thus your threat generation.
When logging at combat logs recorded from an encounter, one of the easiest metrics to judge a paladin tank by is their efficiency with maintaining that heartbeat. As I wrote in a column back in October, you can measure your heartbeat efficiency with this formula (you can see an explanation of it at that link):
heartbeat% = (total Crusader Strikes + (ShoR whiffs/2)) / (fight duration/3)
The higher the number, the more efficient you were at hitting Crusader Strike and thus generating holy power, and ultimately, how efficient you were at your threat output. The heartbeat is the fulcrum on which the whole rotation pivots, and if you're not doing your part, you'll find your threat will be weak as a result.
2. Using cooldowns at the wrong time When evaluating how to use cooldowns, the obvious instinct is to use them when you're health gets low in order to buy healers more time to get you topped off. While it's a noble instinct (and one that will likely save your life from time to time), it's also decidedly not optimal.
There are two immutable rules to tanking cooldowns that come into play here. The first is that damage prevented is always better than damage healed. Damage prevented is free; it disappears into the nether and troubles no one. Damage healed required mana to correct. It uses healer resources, and over a long enough period of time, it's unsustainable. Moreover, if you eat a massive spike and sit at a low health percentage, the healers will need to expend a lot more mana via their most expensive heals to quickly get you back to a safer level.
Secondly, the biggest threat to a tank's life is the damage spike, rather than trickle-down death by a thousand cuts. As such, you want to use your cooldowns to counter spikes as best you can. Learn the fights, the abilities the boss will throw at you, and the moments when damage taken will ratchet up. Then plan accordingly with your entire toolbox.
Following that plan of attack (well, defense) will repeat better results to a wider range of circumstances than fumbling to mass the Guardian of Ancient Kings button after eating a massive spike. And your healers will thank you for it.
For more on planning cooldown usage, I can't recommend enough this blog post by Meloree over at Sacred Duty.
3. Not treating Holy Shield/WoG as a cooldown With their short cooldowns and minimal investment, it might seem like a great idea to use Holy Shield and Word of Glory just about as often as you can. However, if you're seeking to gain the most impact possible from their use, the trick is to instead use them at the right time.
Just like Divine Protection or Guardian of Ancient Kings, Holy Shield and Word of Glory need to be used proactively like any other cooldown. Is there a large period of melee/blockable damage (for example, Baleroc's Inferno Blade) incoming? Pop Holy Shield to shave off a hearty percentage of the incoming damage, right before the onslaught hits. A huge magic burst (like Nefarian's Electrocute) being cast? Fire off a Word of Glory right before it hits to lessen the blow, thanks to Guarded by the Light.
4. Gearing for threat There are some major caveats to this, but generally speaking, a major mistake people make is gearing, gemming, and enchanting for threat over survivability. The impulse to cap your hit chance and soft cap your expertise is a strong one. Everyone hates seeing that accursed MISS pop up or watching Shield of the Righteous whiff four times in a row.
Nonetheless, our first job as tanks is to foremost bring as much survivability as we responsibly can to the table. This means that you should emphasize boosting (obviously) your mastery over any threat stats. Then once at cap, I'd still strongly recommend going into stamina (or avoidance, if that's your flavor) instead of seeking the threat caps. With the nerf to threat, there's generally little reason to seek out higher DPS numbers at the expense of your own personal survivability in a raid environment.
However, like I said, caveats abound. Heroic 5-mans, for example, don't require absolute optimal gearing. Unless you're still in blues, you can likely get away with capping your threat stats. Likewise, even on certain raid fights, there is a high reward with gearing for threat (heroic Ultraxion with its ultra-tight DPS check is one).
The key is to responsibly evaluate your approach to the content you are working on, not just strapping on DPS plate pieces, hoping for the best, and gawking wide-eyed at your big numbers.
5. Not using your Hands proactively I just wrote a column about this, but it still bears repeating. In group play, you are doing a major disservice to your teammates by not making frequent use of your various Hand spells. These should be keybound, macroed, and seared into your brain so they can fly out with nary a moment's hesitation, for maximum effect. The difference between a paladin tank who puts Hand of Sacrifice on his or her co-tank and one who doesn't is huge. It can mean the difference between life and death in corner cases, and isn't that what tanking is all about?
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Zaet Feb 3rd 2012 8:04PM
Playing a paladin xD
Moeru Feb 3rd 2012 8:14PM
I just want hit and exp capped for tanks outside of PvP. Is that so hard to ask?
SR Feb 4th 2012 2:04PM
Yes.
You need 961 hit rating to reach the melee hit cap.
You need 781 expertise rating to prevent dodges. (AKA the soft expertise cap)
You're expecting tanks to waste 1742 points' worth of rating on a stat that isn't nearly as important, when a tank pulling 10k DPS can easily out-threat a DPS pulling 50k DPS.
Did you read the article at all, or are you just trolling?
SR Feb 4th 2012 2:05PM
Yes.
You need 961 hit rating to reach the melee hit cap.
You need 781 expertise rating to prevent dodges. (AKA the soft expertise cap)
You're expecting tanks to waste 1742 points' worth of rating on a stat that isn't nearly as important, when a tank pulling 10k DPS can easily out-threat a DPS pulling 50k DPS.
Did you read the article at all, or are you just trolling?
SR Feb 4th 2012 2:06PM
Looks like I'm the one trolling... Doublepost ftl.
Bended Feb 5th 2012 6:56PM
Just because you may not agree with what was said does not mean that he did not read it.
I agree that survivability is more important and that it is a waste to try to cap these hit & expertise over it. That does not change the fact that it is extremely annoying and overly frustrating missing Shield of the Righteous 3x in a row.
Blizzard half way acknowledged the lack of enjoyment in this when they gave us Glyph of Seal of Truth to ease the pain.
So... I share the sentiment. Blizzard, is it too much to ask to be able to hit your freaking target reliably and not gimp your effectiveness as a tank?
Vitos Feb 3rd 2012 8:16PM
With the CS heartbeat, is it a good idea to use a Grand Crusader/Avenger's Shield proc? I feel like it does more damage and it still gets you the HP. Also, you can then go back and tag CS immediately as you don't have to wait for the CD.
Mike Feb 3rd 2012 8:48PM
Use it in between two Crusader Strikes. That way you get Holy Power on three consecutive GCDs.
If, say, you proc it on the Crusader Strike that comes immediately before your 3HP Shield, use the shield. Then swing a CS, and the proc should still be active to use Avenger's, followed by another CS. This, as mentioned, generates 3 Holy Power in 3 GCDs.
If, on the other hand, you were to Shield, IMMEDIATELY use the proc, THEN cast CS, that leaves you with 2HP and CS on cooldown. Unless that CS procced, you have to wait an extra GCD to get 3HP.
tenaciousmonkey Feb 3rd 2012 8:21PM
I don't know why you WOULDN'T use Holy Shield as often as possible; it's on a 30 sec CD, and lasts for 10 sec, essentially making it only a 20 sec CD, which is fairly short. I'll admit though, that I don't WoG as often as I likely should, nor have I mastered the art of using Hands properly. Always things to learn and improve upon!
Succulent Feb 3rd 2012 8:45PM
The article actually explains why you shouldn't spam them at all times, even with the short cooldown.
It makes sense, you want to counter all the possible spikes as much as possible. It essentially comes down to knowing the fights and learning what damage comes when and then applying the cooldowns effectively (including the very short ones rather than using them on cooldown).
Mike Feb 3rd 2012 8:50PM
Use it all you want, but if there's a spike that you know is coming up, just make sure it'll be off CD in time. That's what he's getting at. Waiting 10 more seconds to cast it but blocking HUGE hits because of that delay is better for helping you live to see tomorrow.
Katherine Feb 4th 2012 3:58PM
I save WoG for the laser on Zon'ozz, since there's still no timer for it so it is hard for me to have a cooldown up when it goes off.
Calaana Feb 3rd 2012 8:32PM
Five common mistakes and you don't talk about using spells with a cast time while being actively hit(Exo, I'm looking at you)?
Garnlok Feb 4th 2012 12:26AM
This is only common in leveling pallies that I've seen. Usually by the time someone hits 85 a healer yells at them to stop doing that, Holy Light isn't saving their lives, it's making them take tons more damage so he/she can't heal them without blowing all their mana. I admit I have been this healer rather often.
Everclear Feb 3rd 2012 9:01PM
Forgetting to put Righteous Fury on.
tenaciousmonkey Feb 3rd 2012 9:23PM
Yes yes yes; I am a frequent offender of this; I'll run a dungeon with some guildies as ret, and forget to put RF back on, then wonder "hey, why am I not able to keep these DPS from dyi....oh wait, I forgot RF again".
Micah Feb 3rd 2012 9:26PM
This. So very much this. And sadly I've been guilty of it a time or two, but in my defense I realize it quickly and fix it. There have been times with other pallies though where they've gone three, four, five pulls before the screams of "put on Righteous Fury GDI" have fallen on deaf ears.
VezRoth Feb 4th 2012 2:55AM
I got this countered by using SmartBuff. It helps a lot because my MS and OS are Prot and Ret, so it remembers what buffs I want up for each half. It really makes a difference.
Tri Feb 4th 2012 4:45AM
Power Auras put a huge exclamation mark over my character if Righteous Fury isn't enabled whenever I'm in tank spec. Hard to miss xD
Kadamon Feb 3rd 2012 9:51PM
Annnnd...wow.
I've been playing and tanking with JUST Hammer of the Righteous since I got the talent...thankfully I've never actually lost threat once, but still. I feel dumb.
Very, very dumb. Thanks for posting this Matt, I'd've never realized otherwise.