View Full Version : Tanking with the Blessing of Kings - The Protection Paladin

07-30-2011, 04:35 PM
Patch Version: Patch 4.3
Latest revision: 14th January 2012
Author: Fetzie (http://eu.battle.net/wow/en/character/anubarak/fetzie/advanced), Officer of <Allied Enemies> (http://www.allied-enemies.eu) on Anub’arak EU

The Protection Paladin strides through the battlefield seeking to attract the attention of the most dangerous foes, using the Light to hinder their attempts to attack the Paladin and his allies, and looking good while doing so.

List of Contents

Commonly Used Acronyms
Commonly Used Abilities
Diminishing Returns

Combat Table Coverage (also known as Unhittable)

Item Enhancement


Buffs and Stuffs
Raid Utility
Encounter Specific Stunts
Further Reading

1. Commonly Used Acronyms

Seasoned Paladin tanks often use acronyms or nicknames for certain abilities which may seem unintelligible to the novice, with the help of this section you too can learn to use GoAK, DP, DS etc.

Spell Name
Level Acquired

Crusader Strike (http://www.wowhead.com/spell=35395)

Judgement (http://www.wowhead.com/spell=20271)

Seal of Righteousness (http://www.wowhead.com/spell=20154)

Word of Glory (http://www.wowhead.com/spell=85673)

Righteous Fury (http://www.wowhead.com/spell=25780)

Hammer of Justice (http://www.wowhead.com/spell=853)

Hand of Reckoning (http://www.wowhead.com/spell=62124)

Lay on Hands (http://www.wowhead.com/spell=633)

Hand of Protection (http://www.wowhead.com/spell=1022)

Judgements of the Just (http://www.wowhead.com/spell=53695)

Blessing of Kings (http://www.wowhead.com/spell=20217)

Consecration (http://www.wowhead.com/spell=26573)

Holy Wrath (http://www.wowhead.com/spell=2812)

Hammer of the Righteous (http://www.wowhead.com/spell=53595)

Divine Protection (http://www.wowhead.com/spell=498)

Seal of Insight (http://www.wowhead.com/spell=20165)

Cleanse (http://www.wowhead.com/spell=4987)

Righteous Defense (http://www.wowhead.com/spell=31789)

Shield of the Righteous (http://www.wowhead.com/spell=53600)

Grand Crusader (http://www.wowhead.com/spell=75806)

Divine Plea (http://www.wowhead.com/spell=54428)

Seal of Truth (http://www.wowhead.com/spell=31801)

Hammer of Wrath (http://www.wowhead.com/spell=24275)

Divine Shield (http://www.wowhead.com/spell=642)

Holy Shield (http://www.wowhead.com/spell=20925)

Divine Guardian (http://www.wowhead.com/spell=70940)

Hand of Freedom (http://www.wowhead.com/spell=1044)

Rebuke (http://www.wowhead.com/spell=96231)

Blessing of Might (http://www.wowhead.com/spell=19740)

Guarded by the Light (http://www.wowhead.com/spell=85639)

Sacred Duty (http://www.wowhead.com/spell=53709)

Hand of Salvation (http://www.wowhead.com/spell=1038)

Ardent Defender (http://www.wowhead.com/spell=31850)

Avenging Wrath (http://www.wowhead.com/spell=31884)
AW, Wings

Turn Evil (http://www.wowhead.com/spell=10326)

Hand of Sacrifice (http://www.wowhead.com/spell=6940)

Inquisition (http://www.wowhead.com/spell=84963)

Pursuit of Justice (http://www.wowhead.com/spell=26022)

Holy Radiance (http://www.wowhead.com/spell=82327)

Guardian of Ancient Kings (http://www.wowhead.com/spell=86657)

Holy Power

Combat Table Coverage
CTC, "unhittable"

These are the most important spells in the Paladin’s arsenal. I have left out the Auras as they are generally fairly passive, you will almost always have Devotion Aura active. I will be using the acronyms in the rest of the article.

2. Commonly used abilities

CS – Single target HoPo generator, applies Vindication
HotR – Multi-target HoPo generator, applies Vindication to all damaged targets
J – mana regenerator and applier of Judgements of the Just
AS – Multi-target damage ability, interrupts spell casting instantly on each target
ShoR – Single target threat ability, uses all HoPo to cast
Inq – Increases holy damage done by 30%, used mostly for Multi-target tanking. Increased duration per HoPo consumed
WoG – instant healing ability, increased strength for each HoPo consumed
HoR – taunts the current target, forcing its attention onto you for 3 seconds
RD – taunts up to 3 enemies attacking the unit you cast the spell on, assuring you their attention for 3 seconds
Reb – Interrupts spell casting by the target, 10 second cooldown, off the global cooldown
RF – Increases your threat generated by 500%

3. Talents

When the paladin reaches level 10, he or she can choose to heal people, tank or do damage. As a budding tank you should choose the Protection talent specialization. By doing so, you will learn the following spells:

Avenger’s Shield (http://www.wowhead.com/spell=31935)
Vengeance (http://www.wowhead.com/spell=84839)
Touched by the Light (http://www.wowhead.com/spell=53592)
Judgements of the Wise (http://www.wowhead.com/spell=31878)
Mastery: Divine Bulwark (http://www.wowhead.com/spell=76671)

You will also be able to use your first talent point. Here is an example of a Protection Paladin using their talent points sorted by level:


Levels 10-17
Seals of the Pure – 2 points
Divinity – 3 points

Levels 19-27
Judgements of the Just – 2 points
Toughness – 3 points

Levels 29-37
Hammer of the Righteous – 1 point
Sanctuary – 3 points
Wrath of the Lightbringer – 1 point

Levels 39-47
Shield of Righteousness – 1 point
Grand Crusader – 2 points
Wrath of the Lightbringer – 1 point
Reckoning – 1 point

Levels 49-57
Holy Shield – 1 point
Divine Guardian – 1 point
Vindication – 1 point
Guarded by the Light – 2 points

Levels 59-67
Shield of the Templar – 3 points
Sacred Duty – 2 points

Level 69-79
Ardent Defender – 1 point
Improved Judgement – 2 points
Crusade – 3 points

Levels 81-85
Pursuit of Justice – 2 points
Rule of Law – 2 points
Reckoning – 1 point

You may be asking "Why not Eye for an Eye or Judgements of the Pure?" and that would be a fair question. The answer is quite simple - they do not provide as much threat as the alternatives. The additional range on Judgement is, in my opinion, a better investment of two talent points than the 1-3% more damage. Judgements of the Pure is an extremely weak threat talent - after all it only affects our melee swing and the extra seal damage resulting from them.

Theck on Maintankadin did an in-depth analysis (http://maintankadin.failsafedesign.com/forum/viewtopic.php?f=1&t=29589) of our threat talents, the results of which can be found in this graph:
This shows the extent of the weakness of some of our threat talents (and the relative strength of others).

Hallowed Ground can be used in a build designed for AoE tanking, however these situations are few and far between, making this a very seldomly useful talent. Don't forget that Consecrate has a 30 second cooldown and only 10 seconds duration.

4. Glyphs

You can enhance spells with glyphs to make them stronger, or even completely change how they work. You get to use the first set of Prime, Major and Minor glyphs at 25 and additional sets become available at levels 50 and 75.

Level 25
At level 25 you get to choose your first set of glyphs. As you do not yet have some of the core spells, the first glyphs are fairly boring.

Prime: Hammer of the Righteous is available at level 29, but this is probably the best choice you have at this level as you will hit level 29 about half an hour after dinging 25 anyway. The only other prime glyph that would make any sense would be Word of Glory.
Major: Lay on Hands, there are hardly any others
Minor: BoM

Level 50
The second set of glyphs allows a bit more choice, as you now have a lot of the spells that the glyphs can influence.

Prime: Shield of the Righteous or Seal of Truth
Major: Holy Wrath
Minor: BoK

Level 75
The third set of glyphs is the most interesting as you now have all of the spells that glyphs can modify.

Prime: Shield of the Righteous or Seal of Truth
Major: Divine Protection
Minor: SoT

Maximum Level

Prime: Seal of Truth, ShoR, CS/HotR, WoG
Major: Lay on Hands, Divine Protection, Holy Wrath/AS(single target only
Minor: BoK, BoM, SoT

Theck performed an analysis of our glyphs, the graph can be found below:

The different bars represent gear and seal choices, the yellow and maroon bars are the ones relevant to most paladin tanks (the other two are priorities involving Word of Glory).

Here is a list of the glyphs relevant to tanking:


Seal of Truth: Increases your expertise by 10 while SoT or SoR are active. About as mandatory as it gets, no other glyph will grant such a large bonus.
Shield of the Righteous: Increases your hardest hitting ability's damage by 10%. A very considerable threat boost.
Crusader Strike: Increases Crusader Strike's critical strike chance by 5%. While on paper not an obvious choice, the simulations done show it performing quite well. The third choice for threat.
Judgement: Increases J damage by 10%. Judgement is one of our lower damage abilities, this glyph is less useful than others.
Hammer of the Righteous: Increases damage done by the physical and splash components by 10%. If you are going to be using HotR a lot, use this glyph
Word of Glory: Increases the healing done by WoG by 10%. If you find yourself WoGing frequently, this glyph will make it more effective. It's heyday, unfortunately finished with 4.2 and the 20 second cooldown on Word of Glory for non-holy paladins. In T13 with the abundance of threat, it can be used for controlled survivability with well-timed WoG casts.
Seal of Insight: Increases healing done by 5% when SoI is active. Should only ever be paired with WoG glyph.


Focused Shield: Increases the damage of our hardest hitting filler by 30%. The highest threat increase from major glyphs.
Dazing Shield: Gives AS the daze it had in WotLK. Useful for kiting enemies.
Lay on Hands: Reduces the cooldown of Lay on Hands by 30% (from 10 min to 7 min). Very strongly recommended.
Holy Wrath: Holy Wrath also stuns dragonkin and elementals with this glyph. What with the abundance of both enemy types in Cataclysm this glyph shines especially well.
Consecration: Increases the duration and cooldown of Cons by 20%. Not recommended due to consecrate's pitiful damage and fixed location when casted.
Divine Protection: Changes DivProt from a 20% to all damage reduction to a 40% magic only reduction. Very useful for fights with large amounts of magical damage, there is a use for it on every boss in Firelands and most bosses in Tier 11.
Hammer of Wrath: Removes the mana cost of a spell you will be using about 4 times in a boss fight (if you are lucky, remember you won't be casting it on cooldown). Not really worth the cost of a glyph slot in my opinion.
Rebuke: Useful for if interrupting while not being attacked in melee (Nefarian phase 2 for example). Otherwise not particularly interesting.
Hand of Salvation: Turns HoSalv into a targetted "Fade", temporarily removing a player from the boss' threat table.


None of them are particularly compelling, just take the three that you like the look of.

Here (http://www.wowhead.com/talent#sZGMhcRddRRucbr:zsoMqbMzm) is a link to a sample talent tree including glyph recommendations.

Using this following script ingame (paste it into the chat box) will set the talents in linked above (you need to unlearn your current talents first):

/run t,p,a={2,13,22,42,53,83,91,102,112,121,132,141,151 ,162,171,182,193,201,1,3,23,32,52,62,}SetPreviewPr imaryTalentTree(t[1],GetActiveTalentGroup())for i=1,#t do a=t[i]if a<9 then p=a else AddPreviewTalentPoints(p,floor(a/10),a%10)end end

5. Rotation

The protection paladin rotation is based on a Holy Power generator, filler spells and finisher spells.

We alternate the Holy Power generator (Crusader Strike) with filler spells (mostly Avenger's Shield and Judgement), and consume Holy Power with a finisher (Shield of the Righteous, Inquisition or Word of Glory).

the backbone of the rotation looks therefore like this:

HoPo generator - filler - HoPo generator - Filler - HoPo generator - Finisher

or with the fillers and finisher set in place:

CS - AS - CS - J - CS - ShoR - CS - Cons - CS - J - CS - ShoR...

There is a priority system behind this madness.

ShoR > CS > AS > J > Cons > HW

This means that the finisher takes priority over everything, and that the non-CS styles have to fit in around the Crusader Strike cooldown.

Because Grand Crusader has a 20% chance to reset the AS cooldown every time we land a CS, we will usually see AS becoming ready sooner than it otherwise would. In this case, the AS will also generate a Holy Power. It's usage therefore requires a little more thought:

If GC proccs and you have just gained your second or third HoPo from the CS, you should wait until after the CS following the HoPo dump, as seen here (the GC procc is notated as CS_GC and the HoPo carrying AS is notated as AS_!):

ShoR - CS - AS - CS - J - CS_GC - ShoR - CS - AS_! - CS - ShoR

If, however, the Grand Crusader procc occurs before you have gained the second Holy Power, you should use it earlier:

ShoR - CS_GC - AS_! - CS - ShoR - CS - J - CS - Cons/HW - CS - ShoR

This, however, has little impact on the priority queue, as dumping Holy Power with ShoR and keeping CS on cooldown by hitting it every other GCD still take preference over the GC enhanced Avenger's Shield.


What does change the Priority a little is adding Inquisition into the mix. As we know from before, Inquisition enhances all holy damage dealt by 30% for its duration.

In fact, Inquisition takes preference over a non-sacred duty ShoR and over a non-Inquisition boosted ShoR. This means that if you have three Holy Power, and Sacred Duty and Inquisition are both not up, then use Inquisition instead of Shield of the Righteous.

The priority now looks like this:

(SotR if Sacred Duty or Inquisition active)>Inq>CS>AS_!>J>AS>Cons>HW

You may be wondering what to do with that shiny button that flashes when the boss hits 20% - Hammer of Wrath, our version of Execute. Well, it is fairly simple. It does about the same damage as AS, but cannot proc SD, so it gets fitted in like this:

(SotR if Sacred Duty or Inquisition active)>Inq>CS>AS_!>J>AS>HoW>Cons>HW

This is now our Single target priority list.

After the buff to Judgement in the 4.3 patch, it's damage is now on par with Avenger's Shield. You can get a higher uptime of the T13 2set shield if you prioritise J over AS and sims run by Theck on Maintankadin show this to also be ~10 dps increase.

Now you can go have a cup of tea, because next we look at the Multi-target priority, aka "how much higher than the top DPS can I get while tanking 20 mobs?". The answer depends on the following:

Multi-target Tanking

Which spells are better for AoE?

Our holy power generator is now Hammer of the Righteous (HotR). Our AoE fillers are Avenger's Shield (AS), Consecrate (Cons) and Holy Wrath (HW) and the main HoPo dump will be Inquisition (Inq). The aim is to get as much Inq uptime as possible while hitting as many AoE fillers as we can. Unfortunately, Cons has a 30 second cooldown and HW has a 15 second cooldown, so every now and again we will need to resort to single target attacks (this is, at least, better than not doing anything!)

We start with

HotR - Cons - HotR - AS - HotR - Inq - HotR - HW - HotR - J - HotR - ... and this is where it gets complicated.

Do we refresh Inq prematurely and "waste" 3 seconds of its duration, or do we hit a mob with a massive ShoR? Well what I do is look at my Sacred Duty uptime, if it is active, getting a ShoR crit with Inq active and near full Vengeance will likely do more damage than the HotR splash on the mobs will if Inq boosted. On the other hand, the HotR splash is not (as far as I know) limited to the AoE cap, thus if there are enough mobs (more than 8 is my rule of thumb) it can be worth sacrificing a HoPo and hit a fourth HotR or clipping the Inq duration.

Something that can happen is that our old friend Grand Crusader decides to activate, refreshing the Avenger's Shield Cooldown and giving us a free Holy Power. If this happens fairly early on in the cycle and you end up with more than 4-5 seconds of Inquisition and you are sitting at 3 HoPo, go ahead and whack an enemy with a massive ShoR (hopefully crit). If Avenging Wrath (aka wings) is active you can often see a 70+k ShoR crit, after which that specific enemy will stick to you like glue.

the priority, therefore is


However, depending on your mana pool you may wish to prioritize Judgement, especially when the group of enemies starts to die and your Sanctuary mana regeneration is reduced, as Consecrate uses over half of your mana pool.

The Pull is very important.

There are quite a few ways to start, but the method that has stuck with me is as follows:

Divine Plea
Inquistion (Start moving towards the boss)
Avenging Wrath
Avenger's Shield (~15-20 yards away)
Crusader Strike (melee range, start the single target)
Crusader Strike
Crusader Strike
Shield of the Righteous (if everything lands, this still has the INQ buff and will catapult you way above the top dps on threat)

This is a lot less dependant on the first ShoR landing, as this is by no means sure, especially at such low hit and expertise values as you should be at. If Grand Crusader proccs, use AS at the next possible opportunity to ensure ShoR gets the Inq damage boost.

6. Cooldowns

Holy Shield (http://www.wowhead.com/spell=20925) should be used as often as possible, and its 30 second cooldown lends itself to frequent usage. However, of course, you should not use it when you are not being hit. It increases the damage reduction of a block from 30% to 50% (31% to 51% with the block value Meta gem), it is therefore more reliable the closer you come to full CTC (an unblocked hit with HS up will still deal the full damage).
Divine Protection (http://www.wowhead.com/spell=498) is your go-to cooldown. It reduces all damage taken by 20% for 10 seconds on a 60 second cooldown. If glyphed it becomes a potent magical damage reduction (40%), but it loses the melee reduction. This can be very useful when you are taking a lot of magical damage.
Ardent Defender (http://www.wowhead.com/spell=31859) is an emergency cooldown that works rather like the Guardian Spirit of a holy priest. It reduces your damage taken by 20%, and if you would have died from damage it saves you and sets your health to 15% maximum health. The cheat death function does not have an upper damage limit.
Guardian of Ancient Kings (http://www.wowhead.com/spell=86657) reduces your damage taken by 50% for 12 seconds on a 3 minute cooldown.
Lay on Hands (http://www.wowhead.com/spell=633) heals you instantly to 100% health and is off the GCD, however it applies Forebearance, preventing another paladin from using LoH on you for 60 seconds and preventing the use of Divine Shield for the same duration.
Divine Plea (http://www.wowhead.com/spell=54428) is, for non-protection Paladins, merely a mana regeneration tool. However, 3 points in Shield of the Templar (http://www.wowhead.com/spell=84854) causes it to generate 3 HoPo on demand on a 2 minute cooldown. This can be used on the pull to have a 3 HoPo finisher at the beginning of the fight, or can be used during combat to generate a full power WoG when you need it. Cancelling the DP buff does not cause the HoPo to disappear.

7. Stats

Mastery is the Protection Paladin’s best stat, it should be on every item. It is the most efficient way to reduce your damage intake. When you are at the CTC hardcap of 102.4% when raidbuffed, you should either reforge Mastery to Parry or Dodge Rating, or turn the Mastery on gems into Stamina.
Parry and Dodge should ideally be on every item you have, together with Mastery. You should try to keep your parry and dodge rating amounts similar when raid buffed (dodge should ideally be about 160 more than parry when unbuffed because of the Parry rating contribution from Battle Shout, Horn of Winter or Strength of Earth totem). However, balancing in this way is more of an ideal than a practical target, Firelands gear for example showers you in parry rating making this target practically unreachable.
Stamina increases your maximum health, giving healers more time to heal you up after taking damage. While not your primary focus, stamina should not be neglected.
Strength is going to be on every piece of gear you have equipped, and while useful, is not worth gemming or enchanting for.
Hit and expertise are purely for threat, which is a non-issue due to Vengeance. This is even more enhanced now that Righteous Fury has a 500% multiplier.
Crit and Haste are next to worthless.

8. Reforging

Every item without Mastery on it should be reforged so that mastery is on it. Prioritize the reforging of threat stats (hit and expertise usually) to mastery. If the item has Mastery and a threat stat, reforge the threat stat to dodge or parry rating, depending on which you have less of.

9. Diminishing Returns

Diminishing Returns on avoidance stats were introduced in Wrath of the Lich King to stop tanks reaching 100% avoidance against bosses (druids and rogues could literally not be hit by a boss). Both parry and dodge ratings diminish at the same rate. As they decay at the same rate, and start at the same point, one should try to balance the ratings.

This is a very simplified example of how Diminishing Returns works (in reality the maths and numbers are rather more complex):

Assuming 1 dodge rating is 1% dodge and that the next rating point grants 0.01% dodge less each time, diminishing returns works a bit like this:

The first point of dodge rating gives 1% dodge.
The next 1 dodge rating gives 0.99% dodge (2 dodge rating = 1.99% instead of 2%)
The next 1 dodge rating gives 0.98% dodge (3 dodge rating = 2.97% instead of 3%)
The next 1 dodge rating gives 0.97% dodge (4 dodge rating = 3.94% instead of 4%)
The next 1 dodge rating gives 0.96% dodge (5 dodge rating = 4.90% instead of 5%)

Now I said to balance the ratings because of the diminishing return. This is the reason why:

5 Parry Rating = 4.90%
3 Dodge Rating = 2.97%
Total = 7.87% Avoidance

Now if the ratings were balanced... (note we still have the exact same number of points)

4 Parry Rating = 3.94%
4 Dodge Rating = 3.94%
Total = 7.88% Avoidance

7.88% > 7.87%

By shifting one parry rating into dodge rating, our avoidance has increased by 0.01%, even though the total amount of rating remained constant.

9.1 Combat Table Coverage aka. Unhittability aka. Block Capping

The reason we go into all this trouble understanding Diminishing Returns, and what Mastery does is the quest for removing normal hits off the Combat Table.

This is what the normal combat table looks like:

Taken care of by Sanctuary (5.6% chance, +200% damage)

Only from Level+4 enemies (+150% damage)

Normal Swing damage

Blocked Swing (=30% less damage)

Parried Swing

Dodged Swing

Swing that misses

We only really need to worry about Hits, blocks, parrys and dodges as we never* encounter crushing blows or critical strikes in a normal fight.

In tabletop terms, the game rolls a D10000 (with faces 0-9999)to determine what happens with the swing (this allows for 0.01% steps in avoidance. Your avoidance and block chances change the amount of times the boss hits you with a full swing. Let us say a tank has 15% dodge, 15% parry and 50% block against the enemy attacking him:

8500-9999 (15%)

3500-8499 (50%)

1999-3499 (15%)

500-1999 (15%)

0-499 (5%)

The boss has a 15% chance to land a normal hit.

Now let us imagine that our tank has magically got 15% block out of nowhere (maybe he equipped two mastery trinkets).

Cannot be rolled for

3500-9999 (65%)

2000-3499 (15%)

500-1999 (15%)

0-499 (5%)

Our tank has got so much block that the normal hits have no more valid numbers that the game can choose, so the tank can no longer take a normal hit, only taking blocks or not being hit at all. Increasing the values for avoidance gives the game less possible values to deal a blocked swing, even if the block chance on paper remains the same:

4500-9999 (55%)

2500-4499 (20%)

500-2499 (20%)

0-499 (5%)

The possible roll results between 3500 and 4499 have been turned from block chance (i.e. take lower damage) into avoidance chance (take zero damage).

This means that gradually with increasing avoidance Paladin tanks require less and less mastery to cap the stat. This means that in future patches, with ever increasing avoidance levels, we will be able to reforge OUT of mastery and into avoidance and use more stamina gems instead of mastery gems while maintaining full coverage of all combat table eventualities.

But why go to all this trouble? The answer is fairly simple: If we can make every hit that lands a block, we take a permanent 30% less damage from a boss' melee swing, and Holy Shield makes us take a massive FIFTY percent less damage. It is like we have GoAK up for 20 seconds of a 60 second fight, while for the other 40 seconds Divine Protection is permanently active. This is a massive amount of damage we can eliminate, making the healers' job much easier.

10. Item Enhancement

10.1 Enchanting

Arcanum of the Earthen Ring (http://www.wowhead.com/item=62366)

Greater Inscription of Unbreakable Quartz (http://www.wowhead.com/item=62333)

Protection (http://www.wowhead.com/item=527678)

Greater Stamina (http://www.wowhead.com/item=52780)

Dodge (http://www.wowhead.com/item=52763)

Greater Mastery (http://www.wowhead.com/item=52784)

Ebonsteel Belt Buckle (http://www.wowhead.com/item=55054)

Drakehide Leg Armor (http://www.wowhead.com/item=71720)

Mastery (http://www.wowhead.com/item=52771)

Windwalk (http://www.wowhead.com/item=52775)

Mastery (http://www.wowhead.com/item=52762)

10.2 Gemming


Meta Socket
Eternal Shadowspirit Diamond (http://www.wowhead.com/item=52293)
Austere Shadowspirit Diamond (http://www.wowhead.com/item=52294)

Blue Socket
Puissant Dream Emerald (http://www.wowhead.com/item=52231)
Puissant Elven Peridot (http://www.wowhead.com/item=71838)
Solid Ocean Sapphire (http://www.wowhead.com/item=52242)
Solid Deepholm Iolite (http://www.wowhead.com/item=71820)

Puissant Dream Emerald (http://www.wowhead.com/item=52231)
Puissant Elven Peridot (http://www.wowhead.com/item=71838)
Fractured Amberjuwel (http://www.wowhead.com/item=52219)
Fractured Lightstone (http://www.wowhead.com/item=71838)

Defender’s Demonseye (http://www.wowhead.com/item=52210)
Defender’s Shadow Spinel (http://www.wowhead.com/item=71872)
Fine Ember Topaz (http://www.wowhead.com/item=52215)
Fine Lava Coral (http://www.wowhead.com/item=71855)

Puissant Dream Emerald (http://www.wowhead.com/item=52231)
Puissant Elven Peridot (http://www.wowhead.com/item=71838)
Fractured Amberjuwel (http://www.wowhead.com/item=52219)
Fractured Lightstone
(http://www.wowhead.com/item=71838)Solid Ocean Sapphire
(http://www.wowhead.com/item=52242)Solid Deepholm Iolite (http://www.wowhead.com/item=71820)

My personal preferences are the Eternal Shadowspirit Diamond (http://www.wowhead.com/item=52293), the Puissant Elven Peridot (http://www.wowhead.com/item=71838) in blue and yellow sockets and Defender’s Shadow Spinel (http://www.wowhead.com/item=71872) in red sockets. However, when you reach full CTC which will probably happen when you are around full 378 item level, I would recommend turning the mastery in your gems into stamina. This means Solid Deepholm Iolite (http://www.wowhead.com/item=71820) in blue sockets, Puissant Elven Peridot (http://www.wowhead.com/item=71838) in yellow sockets and Defender’s Shadow Spinel (http://www.wowhead.com/item=71872) in red sockets. Avoidance and Mastery socket bonuses can be ignored so long as you retain full CTC, in which case place a Solid Deepholm Iolite (http://www.wowhead.com/item=71820) in the gem socket.

The Eternal Shadowspirit Diamond pulls ahead of the Austere at about the point at which your combined dodge, parry, miss and block chances add up to 75% (about half 346 blue and half 359 epic gear). Before this point the Austere meta gem provides a higher damage reduction.

11. Professions

Blacksmithing grants two extra prismatic sockets at skill 400 (so you don’t even need to get it up to Cataclysm levels)
Juwelcrafting grants three extra powerful gems at skill level 500. I place mine in the Gloves BS prismatic, the Belt buckle prismatic and the Libram prismatic sockets. I would recommend using three of the 67 mastery Fractured Chimera Eyes. When you reach full CTC, try to replace these with the 101 Stamina Solid Chimera Eye.
Alchemy increases the effect of Elixirs and Flasks which you can make through Mixology. You also get a craftable stamina trinket with additional mastery, making Alchemy a nice way to get the first epic trinket.

--- These three are also the only professions that can provide a bonus to your mastery ---

Inscription, and Enchanting provide an 120 Stamina bonus while Engineering allows for an Armor use on the gloves and an absorb shield use on the belt, you can also craft an ilvl 359 helmet (http://www.wowhead.com/item=59359).
Leatherworking provides a 195 Stamina bonus at the cost of 50 dodge rating, and a free leg enchant with the same stats as the epic version.
Mining is the most beneficial of the gathering professions, granting a 120 Stamina bonus.
Tailoring, Herbalism, Skinning provide little to no useful bonus for tanking.

Blacksmithing and Juwelcrafting are probably the most versatile professions - they provide bonuses regardless of the stats you require.

12. Buffs and Stuffs

Flask of Steelskin (http://www.wowhead.com/item=58085) is the flask of choice for all tanks, and will be created by the guild flask cauldron. It grants 450 Stamina. You can use the Flask of Titanic Strength (http://www.wowhead.com/item=58088) on a fight such as Alysrazor, where tank dps is the key to beating the encounter.
Guardian Elixirs that you can use are Elixir of Deep Earth (http://www.wowhead.com/spell=80488) (900 armor), Prismatic Elixir (http://www.wowhead.com/item=58143) (90 to all resists) or the Scroll of Stamina IX (http://www.wowhead.com/item=63306) (150 stamina).
Elixir of the Master (http://www.wowhead.com/item=58148) (+225 mastery) is the only relevant battle elixir.
Lavascale Minestrone (http://www.wowhead.com/item=62663) is the go-to food (90 mastery and 90 stamina). When at full CTC the Blackbelly Sushi (http://www.wowhead.com/item=62668) or Mushroom Sauce Mudfish (http://www.wowhead.com/item=62667) can be used. Beer Basted Crocolisk (http://www.wowhead.com/item=65429) is only recommended for fights such as Alysrazor. The new fish feast (http://www.wowhead.com/item=62800) grants 90 dodge rating to paladin tanks.

13. Raid Utility

Divine Guardian
A very powerful raid damage reduction, only failing is the quite restricted range. Reduces the damage taken by affected party and raid members by 20% for 6 seconds. 3 minutes cooldown.

Hand of Salvation
Reduces the threat of a friendly target by 20% over ten seconds (2% per second). Use in the first 20 seconds of combat is a waste, as a fifth of, say, 100000 threat is much less than a fifth of 500000. As the threat is reduced multiplicatively, the total threat reduction is only about 18.3%. Jere was kind enough to volunteer some number crunching, you can see his post here (http://www.tankspot.com/showthread.php?76929-Tanking-with-the-Blessing-of-Kings-The-Protection-Paladin&p=521339#post521339).

Hand of Sacrifice
Redirects 30% of damage from the target, up to your own maximum health (so about 200k damage). This redirected damage can be mitigated with cooldowns and the transferred damage is of the same school as the original damage (physical damage transfers physical damage, magical damage will transfer damage of that particular magic school).

Divine Radiance
Is a spell cast on a target, healing all friendly units within a short rage over 3 seconds. It has a 3 second cast time, and is thus unlikely to be cast unless you are not currently tanking as you cannot avoid or block attacks while casting.

Hand of Protection
Makes the target immune to melee and physical damage. This includes most bleeds, mortal strike debuffs and armor penetration debuffs. It can also make players immune to knockbacks like Halfus Wyrmbreaker's Furious Roar knockback or the Squall Line at Al'Akir.

Hand of Freedom
Makes the target immune to snares and roots, causing them to often also be immune to damage auras produced by these abilities.

Lay on Hands and Word of Glory can also be used to heal other raid and party members. Lay on Hands cannot be cast on players with Forebearance, and causes Forebearance on the target, meaning that they cannot use Divine Shield or gain Hand of Protection for 60 seconds. If you are using a Hand of Protection based strategy (Majordomo seeds, Rag P2) take this into consideration.

14. Macros
RD on mouseover

/cast [@mouseover]Righteous Defense
Clear debuffs (does not work on a lot of stuff in Firelands for some reason)

/cancelaura Divine Shield
/cast Divine Shield
Instant WoG. To be used after hitting Divine plea to cancel the -healing before casting WoG.

/cancelaura Divine Plea
/cast Word of Glory
"I want to lose aggro NOW" : Cancels Vengeance, Righteous Fury and casts Hand of Salvation on yourself.

/cancelaura Vengeance
/cancelaura Righteous Fury
/cast [@player]Hand of Salvation

15. Addons

There are very few addons that are needed, however there are a few that make life a LOT easier.

Tidyplates + threadplates plugin.
A scrolling combat text mod
A boss mod
Buff/debuff management addon such as Powerauras or Weakauras

Do NOT use Tauntmaster. It is based on faulty premises that are explained here (http://www.tankspot.com/showthread.php?77025-wondering-if-such-an-addon-exist&p=520856#post520856).

16. Encounter Specific Stunts

Tier 11

Magmaw: Hand of Protection stops damage during Mangle.
Chimaeron: Ardent Defender sets you to 15% even during the no-heal final phase
Nefarian: Blood Elves can use Arcane Torrent to interrupt the adds in Phase 2 without being on the platforms

Halfus: Use the /cancelaura macros to remove stacks of the Malevolent Strikes debuff. Hand of Protection makes the target immune to Furious Roar, allowing for an easy interrupt.
Cho'gall: Use unglyphed Avenger's Shield to interrupt all Worships instantly.

Conclave of Wind: Divine Shield removes the Wind Chill stacking debuff at Nezir, removing the need to tank swap with the Anshal tank. Hand of Freedom makes you immune to the frost patches.
Al'akir: Hand of Freedom makes you immune to the frost path damage and slow effect.Divine Shield removes Acid Rain stacks.

Tier 12
Unfortunately a lot of the debuff removing shenanigans don't work here. This is a list of stuff that neither Divine Shield nor Hand of Protection will remove:

Widow's Kiss (Beth'tilak MS effect)
Jagged Tear (Shannox + Riplimb bleed)
Tormented (Baleroc, but the tank shouldn't get this anyway)
Burning Wound (Ragnaros)

Divine Shield and Hand of Protection prevent the application of Searing Seeds at Majordomo Staghelm and can prevent a Molten Elemental from spawning in Phase 2 at Ragnaros.
Ardent Defender will allow you to take a single Slash alone at Majordomo, giving the healers less to worry about.
Alternate unglyphed Divine Protection and Holy Shield while kiting Hatchlings at Alysrazor to the Lava Worms.

17. Further Reading

The MainTankadin (http://maintankadin.failsafedesign.com/forum/index.php) forums are a veritable goldmine of information regarding paladin tanking.
Elitist Jerks (http://elitistjerks.com/f76/) is also a useful resource for theorycrafting
Sacred Duty (http://sacredduty.net/) is a blog concerning paladin tanking which features a lot of interesting articles.
Vexryn's Gear Compilation (http://www.vexryn.com) is a comprehensive list of the tanking gear currently available.

18. Acknowledgements
Theck (Maintankadin) for the rotation, talents and glyphs theorycrafting
Quinafoi (TankSpot) for the DR balancing example
Chamenas/Lulia and Raysere (TankSpot) for helping me decide on the guide's name (although I went with something of my own in the end :) )
Jere (TankSpot) for the Hand of Salvation clarification and maths

If you have any further questions, do not hesitate to post a reply (http://www.tankspot.com/newreply.php?do=newreply&p=519590) to this thread or send me a PM (http://www.tankspot.com/private.php?do=newpm&u=20146).

Revision History
31st July 2011: Initial posting, formatting and typo error fixes.
31st July 2011: Added more stuff to the glossary, expanded on cooldowns and the rotation section.
1st August 2011: Glyphs section expanded.
2nd August 2011: Raid Utility added + formatting changes. Addressed Hallowed Ground talent and CTC/Unhittability.
4th August 2011: Tricks at bosses added.
10th August 2011: Hand of Salvation clarification.
17th August 2011: Righteous Fury hotfix noted.
4th October 2011: Fixed Hand of Sacrifice description, Tauntmaster warning, added Divine Shield, Hand of Protection and Lay on Hands utility in Firelands.
17th October 2011: Mastery post-CTC cap addendum.
28th November 2011: Patch 4.3 changes.
18th December 2011: Minor alterations to WoG glyph description and adjustment of the Priority to account for Judgement buff.
14th January 2012: I forgot to amend the gems section after the introduction of epic gems.

07-30-2011, 05:23 PM
This part of the guide is intended to be a discussion of upcoming changes to Protection Paladins, explaining what the changes are going to do, and going into a bit of background as to what the changes will mean. As I have got the guaranteed beta thing from the annual pass (I will make a video of the pet combat with the pokemon theme music I promise) I will be able to update this post with Beta experiences before they get added/edited into the actual guide as the beta draws to a close and Mists of Pandaria is released.

Patch Notes relevant to Protection Paladins.

PTR Version 4.3.0 - Build 14890
26th October 2011

Blessing of Might

The melee attack power bonus from this raid buff has been increased to 20%, up from 10%. The ranged attack power bonus remains 10%.

Q: What does this change?
A: We do more threat. This is a change to buff all melee dps classes, the fact that we will be getting about 3000 AP (raid buffed total attack power with vengeance is about 30k) "for free" is simply a knock-on effect of this change.


Vengeance for Protection warriors, Protection paladins, Blood death knights, and Feral druids has been redesigned slightly. It no longer ramps up slowly at the beginning of a fight. Instead, the first melee attack taken by the tank generates Vengeance equal to 33% of the damage taken by that attack. In addition, as it updates periodically during the fight, it's always set to at least 33% of the damage taken by the tank in the last 2 seconds. It still climbs from that point at the rate it did previously, still decays when damage is not taken, and still cannot exceed a maximum based on the health and Stamina of the tank.

Q: What does this change?
A: What this change means is that we get Vengeance ramped up faster. Currently Vengeance stacks up fairly slowly, it takes about 10 to 15 seconds to reach a stable maximum, giving overly zealous dps plenty of time to pull aggro with Bloodlust and personal cooldowns. With this change, the first swing the tank takes will increase their Vengeance level by a third of the total damage. So a 60k swing will set your Vengeance to 20000 AP. Currently, the same 60k swing would set your Vengeance to just 3000 AP. The upper limit on Vengeance stays the same, but the build-up time is reduced, and the decay is slowed.

Holy Radiance

Holy Radiance now has a 3.0-second cast time, no cooldown, and requires a player target. That target is imbued with Holy Radiance, which heals them and all group members within 10 yards instantly, and continues to heal them by a smaller amount every 1 second for 3 seconds.

Q: What does this change?
A: Holy Radiance is no longer instant, and therefore will only be feasibly cast when you currently do not have aggro on the enemy (when casting you cannot avoid or block attacks). It is now cast on a target, not as a proximity AoE heal around the paladin.

Seal of Insight

Seal of Insight, when Judged, no longer returns 15% base mana to the paladin. Judging Seal of Insight still causes damage, and melee attacks will still restore 4% of base mana.

Q: What does this change?
A: Seal of Insight no longer grants a chunk of mana when judged. Instead it will increase your in-fight mana regen through spirit (Addition to talent "Seals of the Pure" in the Holy tree). As Protection Paladins have no spirit regen, this change will not benefit us.

Seal of Truth

Seal of Truth, when Judged, now benefits from a multiplier of 20% per stack of Censure, up from 10%.

Q: What does this change?
A: Judgement now does more damage. This is part of the Retribution buffs that also effects us as tanks. It also increases the Shield granted by the Protection T13 2set bonus.

Tier 13 Bonuses
2 Set: Your Judgement ability now also grants a physical absorb shield equal to 25% of the damage it dealt.
4 Set: Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.

T13 Gear Choices
Preliminary Gear List for Paladin tanks (https://docs.google.com/spreadsheet/ccc?key=0AihF4Hw9jFYpdFI2NWRVd2Rvd19HdVlOS0xQVloxe EE&hl=en_US#gid=0)

__________________________________________________ __________________________________________________ _______

This Section is to follow the changes that spells go through during the iterative process that is the Alpha and Beta testing of Mists of Pandaria. You can see the current state of the Talent Tree at wowhead.com (http://www.wowhead.com/mists-of-pandaria-talent-calculator#l).

Fomatting to follow. No wowhead links because spell IDs can change. Dates are in the European format (DD/MM/YYYY)

Patch 5.0 Changes


Blessing of Might:

Grants 5 Mastery instead of 20% mAP, 10% rAP and Mp5 (08.12.2011)


Level 15

Speed of Light

3% Mana cost (08.12.2011)

Long Arm of the Law

Duration up to 3 sec, from 2 (08.12.2011)

Pursuit of Justice

In addition, adds 10% movement speed at all times (08.12.2011)

Level 30

Fist of Justice


Mana cost up to 10% from 9% (08.12.2011)

Burden of Guilt

Level 45

Blessed Life

Sacred Shield

Absorbs 191 damage, down from 1703 (08.12.2011)

Ardent Defender

Level 60

Selfless Healer

Eternal Glory

Holy Shield

Level 75


Acts of Sacrifice


Level 90

Holy Avenger:

Now affects the next 5 abilities, same duration as GoAK (08.12.2011)

Sanctified Wrath

Divine Purpose

07-30-2011, 06:52 PM
Frikking awesome guide, needs stickying. You could say something about Divine Plea in the CD section, you mention it in the glossary, but no mention as to when you should use it.

07-31-2011, 02:22 AM
Frikking awesome guide, needs stickying. You could say something about Divine Plea in the CD section, you mention it in the glossary, but no mention as to when you should use it.

Has been added, thanks for the catch.

07-31-2011, 03:38 AM
Ok, here's a shot at making it a bit more fool-proof :P

1) Missing abbreviations for talented abilities. Also, it's called unhittable, none of that CTC stuff please!
2) RF doesn't increase your threat by 300%. It multiplies it with 300% (thus increases it with 200%). Nitpick, but wording could confuse people
3) Why Rule of Law and not Eye for an Eye or Judgements of the Pure? Why not the GoCS? Why not mention Glyph of Focused Shield? Basicly, explain a bit better why you pick certain talents & glyphs over others, so new players don't just know what is best, but also know why! (and maybe make a link as well as the pic)
7) Dodge should not be 160 less than Parry because of DR, but because of Windwalk. Other than that pretty spot on.
9) Might want to clarify that the example is a simplified version, not actual in-game DR rules.
10) Should explain that Eternal > Austere once you get close to Unhittable, way better once you reach it.
11) It's spelled Jewelcrafting. Also, might wonna add the trinket to Alchemy as starting-gear bonus. And technicly, LW provides a 195 Stamina bonus at the cost of 50 Mastery (there is no Cataclysm Bracers - Stamina enchant to 'upgrade'). The other two professions provide 120 Stamina, not 80.
12) I was under the impression the Scroll didn't stack with raid sta buffs, not an elixir. (My Warrior seems to remove it when I use Commanding shout) Good for heroics when you just start though.

Other than that, I like it, definately worth a sticky :)

07-31-2011, 03:47 AM
"Unhittable" can be confusing to a new tank or a non-tank because they could assume it to mean "cannot be hit at all", and then be surprised when they take damage. Admittedly this is something I could add :)

I'll edit the guide to reflect your comments, they are all fair and things I should have seen myself.

7. Should dodge not be slightly higher than parry when unbuffed to take battle shout/horn of winter's parry rating contribution into consideration? I dislike the idea of balancing one's avoidance stats around a 30% uptime buff.

You can see in this (http://img705.imageshack.us/img705/7650/wowscrnshot072511223202.jpg) screenshot that I have the scroll of stamina buff together with power word: fortitude, so yes they do stack :)

07-31-2011, 08:19 AM
I was thinking about dusting off my paladin and started reading, sadly the rotation section left me even more confused than before. Maybe it is just because I am reading it on my cell phone but I had a really hard time understanding it and going back and forth up to the abbreviations that I just gave up.

Also yes, scrolls say on them "battle/guardian elixir"

07-31-2011, 08:23 AM
Oh yeah, Parry from buffs, definately need to add that into gearing.
Then again, wouldn't Windwalk kinda (on average) negate what you get from buffs?

Let's see....

An average tank should be at ~3.3-3.4k Strength with heroic gear (atleast my Warrior is, doubt Paladins got a whole differnt gear set). Add 549 Strength from buff, That's let's say 3.9k.
Add Kings/MotW for another 195, so let's round that to 4.1k, or roughly a 750 Strength increase.
At 27% Str->Parry conversion, you'ld get just over 200 Parry Rating from buffs, with only minor gains once in full Firelands gear (about 500-600 base Strength, so ~25-30 extra from Kings, worth up to an amazing 8 Parry Rating).
Assuming Windwalk is 160-200 Dodge on average, that'ld be about the same.

In other words, if you have Windwalk, ignore Parry buffs. Unless you go for Unhittability, then get Parry = Dodge + 200-210 and get a better enchant :)

07-31-2011, 08:30 AM
But if you are going for unhittability, as most paladin tanks should be (unlike warrior where it is rather more difficult), then getting unhittable only when WW is active is going to leave you open for unblocked hits when WW is inactive. WW is a procc with about 30% uptime. I am not going to recommend potentially leaving oneself unhittable for 40 seconds out of every 60 just so that WW is not "overkill" (which it wouldn't be as it would start to push block off the combat table, further reducing your damage taken.)

@ Darksend I'm am rewriting the rotation segment as I write this reply :)

07-31-2011, 08:40 AM
But if you are going for unhittability, as most paladin tanks should be (unlike warrior where it is rather more difficult), then getting unhittable only when WW is active is going to leave you open for unblocked hits when WW is inactive. WW is a procc with about 30% uptime. I am not going to recommend potentially leaving oneself unhittable for 40 seconds out of every 60 just so that WW is not "overkill" (which it wouldn't be as it would start to push block off the combat table, further reducing your damage taken.)@ Darksend I'm am rewriting the rotation segment as I write this reply :)Awesome. But yea reading it again this morning after I wrote that reply, and not 2 minutes before I go to bed I think it was just a matter of being overwhelmed with the abbreviations since a it wad a lot of scrolling up and down on a cell phone and b paladins have so many similar sounding abilities (a situation I know all to well from writing about feral talents) that tiredness was making me forget what each ability did

07-31-2011, 08:40 AM
Nono, I meant that ignore Windwalk for Unhittability and go to go near equal (damn, meant Parry = Dodge - 200, not plus ofc!)

07-31-2011, 09:33 AM
Awesome. But yea reading it again this morning after I wrote that reply, and not 2 minutes before I go to bed I think it was just a matter of being overwhelmed with the abbreviations since a it wad a lot of scrolling up and down on a cell phone and b paladins have so many similar sounding abilities (a situation I know all to well from writing about feral talents) that tiredness was making me forget what each ability did

I have added a caveat that the rotation segment is quite abstract and therefore reading it when tired or otherwise distracted is probably not a good idea. I will also be making a narrated video to explain the rotation in the near future. Hopefully it is now more intelligible.

07-31-2011, 05:43 PM
Wonderful guide. May I ask what you prefer to use in terms of gems with the JC profession? Do you favor the Stamina or the Mastery Gem?

07-31-2011, 06:14 PM
The 67 Mastery gem. I have added this to the relevant section.

07-31-2011, 08:17 PM
- I miss the Word of Glory & Insight alternatives, combined with a healing centric build (http://www.wowhead.com/talent#sZhrhcRddRRucbr:Vc) you can dish out quite some decent WoG for "sustained" self healing.
- Divine Protection? Outside of Nefarian's Electrocute i never really considered that glyph worth a thought, regulary you'll still get beaten during that timeframe and i prefer a mini-shieldwall for this. Matter of taste?
- 'Focused Shield' is a must for single target aggro, you can still unglyph it for Rhyolith's adds and exchange it for Dazing Shield while on Riplimp duty.
- After managing to go oom on Nef some time ago during phase 2.. i also like the Rebuke glyph quite a bit.
- On boss' with a rather long sub 20% range (Domo/Ragnaros) Hammer of Wrath is also a noteworthy addition for increased dps during that timeframe.
- Depending on the fight/special strategies a glyphed Hand of Salvation can be golden (eg: Cho'gall heroic, having your arms warrior going rampage on the blobs without drawing their attention).
- I prefer Insight/Truth + x so i can cycle through them without the manacost hassle if needed.

Besides the healing centric build/glyphs combo mentioned above you can also use a more (aoe) aggro orientated specc (http://www.wowhead.com/talent#sZGMhsRddoRucbG) especially if you refuse to WoG often. 1/2 Hallowed Ground greatly simplifies the use of consecration and you can get another 5% crit on your both combopoint builder.

I prefer hardcasting Exorcism, using AS while running by and Wings after actually reaching the boss. This way i can squeeze in another HotR with Divine Plea.

Great guide altogether, one thing you might can add: Specialties of the paladin, eg the usage of your bubble to get advantages over the other tanking classes on trash and bosses in Fireland. There are quite some nifty ways to (ab)use it :)

08-01-2011, 02:13 AM
The trouble with eternal glory is that WoG has a cooldown now. So basically all it is, is a chance to be able to hit ShoR after hitting WoG. Which makes it into a fairly weak threat talent, not a survivability talent. Being able to hit WoG every 20 seconds (wasting two global cooldowns because you generate holy power every 3 seconds) is not "sustained healing". Yes it was very awesome when you could run SoI and WoG together and put out back to back 50k WoG crits every 9 or so seconds, but you can't do this anymore.

GoDivProt current uses in firelands:
Lord Rhyolith hellfiring adds, stomp, concussive stomp
Baleroc inferno blade
Alysrazor in the final charge up phase
Shannox in P2 when he rams his spear in the ground for fire AoE
Majordomo scorpion slash (you can get one DivProt to cover multiple casts)
Ragnaros burning wound, molten elementals spawn
I don't tank downstairs at Beth'tilak, but I believe the drones do a fire damage spit on the tank

I don't feel that Focussed Shield is required to keep ahead on ST threat, although on a fight on which you are only going to ever be hitting a single target it is a very good glyph.

Ragnaros (on normal at least) does not have a particularly long "execute" phase, as this is only 10% of his health. All that the HoW glyph does is remove the mana cost, I already have HoW in the ST priority list (it is above Judgement btw)

I never did heroic cho'gall so I can't comment on that fight, but don't the blobs have 5 million threat on a random player?

None of the minor glyphs are particularly compelling, I chose those two because they are the spells you will most likely be using infight after someone got battle rezzed.

I'll put in alternative speccs just for completeness.

I intend to add in specific utility stuff, however Divine Shield seems fairly useless in Firelands (doesn't get rid of riplimb bleeds, doesn't get rid of tormented, doesn't wipe widow's kiss etc). Although I guess that is worth a mention.

08-01-2011, 10:15 AM
We don't typically sticky threads in the theorycraft forum (threads hardly ever fall off the first page when they're pertinent) so once this guide is deemed ready I'll move it to the Critical Guide forum and if I can remember how, I'll link it in the guides/links thread as well for new people to find.

08-02-2011, 08:12 AM
Is there anything missing that you guys would like to know? I believe I have addressed the concerns raised so far.

08-02-2011, 12:34 PM
It's a very nice guide. One thing that you might consider adding is any specific tips you have for prot paladins on the T11 and T12 boss fights, rather like are provided for ret paladins here:


I know it's not required, but it relates to the "where's the tank in tankspot?" discussion. It was said there that boss fight videos should not tell players how to play their class. But I suspect that people interested in guides like this (e.g. me) are often new or latecomers to current raid content and would appreciate any tips that veteran tanks can pass on.

08-02-2011, 01:22 PM
Excellent work. I always look for guides on the internet to improve my tanking ability and your guide is one of the best. You gather a lot of information in an easy way to understand.

I play as a paladin and in gemming i wonder how much i should invest in Puissant Dream Emerald or Fractured Amberjewel. In my current gear I realize that's sometimes it's better to forget some slot bonus and put Fractured Amberjewel in it to reduce my damage intake. In other words, i think its hard to decide when it's better choose more mastery or mastery + stamina. What is your thought on this?

08-03-2011, 04:51 PM
Unless a 40 mastery gem would get you block capped, I would recommend going for stamina + mastery in blue and yellow. Socket bonuses are generally quite useful nowadays. This ensures you have a decent enough health pool size to deal with unexpected things like healers blanking out.

theodisius: what kind of tips do you want?

08-04-2011, 06:28 AM
Unless a 40 mastery gem would get you block capped, I would recommend going for stamina + mastery in blue and yellow. Socket bonuses are generally quite useful nowadays. This ensures you have a decent enough health pool size to deal with unexpected things like healers blanking out.

How much stamina do you think i should have? i'm not block capped yet, my item level in the moment is 367, and i'm planing to change some mastery gems to mastery + stamina as you recommended, but dont wanna lose too much mastery.

08-04-2011, 07:15 AM
I have always gemmed green in yellow and blue and had no problems, 2% of CTC won't really make that much of a difference either way. How close are you to full CTC?

08-04-2011, 08:03 AM
theodisius: what kind of tips do you want?

It's just a thought, but I typically find there are a handful of things I have to remember or look out for when tanking each boss - a crib sheet if you like. If you have your own list, it would be useful to share it. For example, anything to do with CD usage or glyphing.

Some maybe specific to paladin abilities. Like with Halfus and the slate dragon, let your stacks get to 15 (or whatever is best) and bubble them off first time. Or like with Magmaw's mangle, GoAK does not work. Use Avenger Shield to free Chimaeron's Worship targets etc. Or which bosses to glyph Divine Protection. Other tips may just be general to all tanks.

It's not a biggie, but if you do have some boss tanking tips, they would be a nice addition to the guide.

08-04-2011, 08:09 AM
I wouldn't know about Mangle and GoAK because I had an immunity for each of the mangle phases (HoP, DS), look at the end of the original post, is that the kind of thing you were looking for?

08-04-2011, 08:28 AM
look at the end of the original post, is that the kind of thing you were looking for?

Exactly that kind of thing. Thanks!

08-04-2011, 09:32 AM
Good guide, well written. Moved to Critical Guides section, will leave a long redirect here for those who may still look for it here and to provide feedback.

Good Job Pyrea.

08-04-2011, 11:07 AM
Thanks for moving it Kaze :)

08-09-2011, 11:59 AM
Nice guide, good to see more of this stuff around.
Tiny typo in your pull-sequence you mentioned:
Avenging Wrath comes before Inquisition, it should be the other way around.

08-09-2011, 12:16 PM
As Avenging Wrath neither triggers nor is affected by the Global Cooldown it doesn't actually matter which way around you press AW and INQ :)

08-09-2011, 03:26 PM
Hand of Salvation
Reduces the threat of a friendly target by 20% over ten seconds (2% per second). Use in the first 20 seconds of combat is a waste, as it only reduces the current threat level, not the threat generation rate.

Just wanted to make a couple of comments on this. The threat reduction on HoS is actually multiplicative, so it will be less than 20%:

0.98*0.98*0.98*0.98*0.98*0.98*0.98*0.98*0.98*0.98 = 0.817073, or about 18.3% reduction off the base threat you had when you cast it.

Also, it does affect the threat you generate, though that is harder to model. If we assume (Big assumption mind you) that TPS is constant over the 10 seconds of the buff, then:
+0 seconds: Threat = To //hasn't ticked yet, but it is cast at this point.
+1 seconds: Threat = (To + TPS)*0.98 //Starting point...first tick
+2 seconds: Threat = ((To + TPS)*0.98 + TPS)*0.98
+3 seconds: Threat = (((To + TPS)*0.98 + TPS)*0.98
+4 seconds: Threat = ((((To + TPS)*0.98 + TPS)*0.98 + TPS)*0.98
+10 seconds: Threat = ((((((((((To + TPS)*.98 + TPS)*.98 + TPS)*...*0.98)

Which gives: To*0.98^10 + TPS*[0.98 + 0.98^2 + ... + 0.98^9 + 0.98^10]

Or after some series math:
0.817073*To + 8.96343*TPS

Without HoS up, you would have been doing:
To + 10*TPS //10 seconds over the timeframe

So you get a 18.2927% decrease in your base threat when you cast the spell and a 10.3657% decrease in the threat that you generated after casting it until the buff runs out (NOTE: Assuming TPS is constant over those 2 seconds...if it isn't, the 2nd component will vary).

That second component is really really theoretical considering TPS is rarely constant, but just wanted to toss it at you so you could see that the TPS you do after casting it is affected by HoS

Series Math:
Given a series, S = [0.98 + 0.98^2 + 0.98^3 + ... + 0.98^9 + 0.98^10]

You can multiply it by your series base, 0.98:
0.98*S = [0.98^2 + 0.98^3 + 0.98^4 + ... + 0.98^10 + 0.98^11]

Then you can say:

S - 0.98*S = 0.98 - 0.98^11


S = (0.98 - 0.98^11)/(1-0.98) = 8.96343

08-09-2011, 04:14 PM
Series math always gave me a headache :)

I'll add a link to the maths in the OP, thanks for taking the time.

08-09-2011, 04:42 PM
Series math was one of the ones I enjoyed since it mostly was done by finding little "tricks" to solve, which is kinda right up my alley. I'm not great at it, but I liked it enough to take partial differential equations, which is mostly series math.

08-10-2011, 01:56 AM
As Avenging Wrath neither triggers nor is affected by the Global Cooldown it doesn't actually matter which way around you press AW and INQ :)

But as Inq triggers the gcd, you spend the time during your inq-gcd with AW active.
So it would be better to delay AW until shortly before the first attack that is actually buffed by Inq, instead of wasting this gcd of AW-uptime.
Where is the flaw in my logic here?

08-10-2011, 04:57 AM
Now I think about it, you are right. Will edit post-haste :)

08-28-2011, 11:44 AM
Very good thread. One of the better ones Ive read. Lots of good things here. I have many things I would love to talk to you about. I am very big on my pally atm and spend a lot of time theory crafting and min maxing to optimize my pally. My toon is Gokuson Us Wildhammer http://us.battle.net/wow/en/character/wildhammer/Gokuson/advanced I posted on a previous post in another thread before i got to read this and I think that you have done a great job. I'd like to help out in any way possible if you want to get together and pick each others brains.

08-28-2011, 12:24 PM
I play as a paladin and in gemming i wonder how much i should invest in Puissant Dream Emerald or Fractured Amberjewel. In my current gear I realize that's sometimes it's better to forget some slot bonus and put Fractured Amberjewel in it to reduce my damage intake. In other words, i think its hard to decide when it's better choose more mastery or mastery + stamina. What is your thought on this?

Never miss a stam socket bonus. Unless you are ctc capped and dont need the extra avoidance/mitigation. For instance you have a red socket with a 15 stam bonus and you dont need the extra 20 parry because you have the 102.4 with only 20 mastery. 20 mastery 30 stam puissants not a bad idea. You will never have this occur most likely.

08-28-2011, 12:37 PM
Just a little tip I use for tank fights like Baleroc, Aly, Ry, Shannox, Beth, Domo where I dont have an off tank taunting off me. Holy shield is off GCD so I just macro it to most of my skills. This allows for maximum up time. I have reached the 100% ctc so I always block or avoid meaning that I don't have to judge when to use it and it helps to smooth out incoming dmg even further. For spike dmg i just rotate Cds accordingly. Like for inferno blade i have my Divine Protection glyphed and such. Yes its nice to have in on CD for Tantrums in Aly but honestly if its not up by chance anyway I usually only have to deal with taking dmg from it once per hatchling and I can usually DG or AD it off so meh.

08-28-2011, 01:09 PM
I don't recommend macroing damage reduction cooldowns to rotational abilities because sometimes it is not optimal.

For example at Alysrazor I like to hit the boss with abilities. However I want Holy Shield up for when I am actually tanking her, not just keeping the add from casting reignite. Or at Baleroc I might choose to delay Holy Shield so that I block the inferno strikes which ignore my armor. At Majordomo I might delay Holy Shield because he is about to jump, or transform via human phase in the next second or so, and thus 3-4 seconds of the duration would be wasted.

I also tend to forget that I am using a macro, and might forget to replace it for Ragnaros or Beth'tilak, where this could be very dangerous (beth heroic hits like a truck on steroids with a 50+ ton load travelling at 90 mph later in the fight, if you don't have something up when you taunt, you are v. likely to be dead within the next two seconds).

Generally speaking it is safer to not macro Holy Shield, plus it promotes better play if you force people to think about when it is better to use HS on cooldown and when it would be better to save it.

08-28-2011, 06:34 PM
I mean I tank heroics and honestly 20% more dmg reductions nice but its not going to keep me alive if anything its my other 3 cds that you can use at any of those time. When you pick up Beth you should be popping DG or GAK. For instance a total health hit, say you have 200k hp is only 40k hp saved with HS and thats only if you are one shotted. That's not really game breaking if you ask me. Personally I think that's putting too much faith in HS. That's what you have trinkets and major cds for. For baleroc you should have DG glyphed for the inferno blades for the magic dmg reduction. I solo tank that fight and never have issue. I generally macro it to my DG or trinkets so that when i use them it goes off with them. I also have it macroed to my Judgementas well. I also like to dps on Aly during burn outs, but honestly with your hit and exp you aren't making a difference that is noticeable in dps seeing as most of the real damage is going out while shes in the air and the other dps for burn out, so i just don't judge. I guess I could remove it from my Judge and just hit it on cd and it would be the same thing which i had done previously. Honestly it all comes down to preference with that.

I can agree with your last statement though. It is safer not to macro it and it does promote better game play for people that are learning the class, but on most fights its better to use it on CD and use your major CDs for spike dmg even if you do miss out on 3-4 seconds of it here an there, because up time will be much more than if you horde it. More dmg reduced over all is better on healers mana than making it a 4th major CD when you already have more than most.
Again that all comes down to preference.

I am in no way shape or form saying you are wrong. This is something i have been tinkering with and I'm just bouncing my ideas off you, and you seem to have a good head about ya. Cheers!

09-03-2011, 09:17 AM
I just came back to tanking (i have been on a Mage since BC). Prior to that i did some tanking in vanilla, but WOW have things changed!

I read your Tanking with the Blessing of Kings - The Protection Paladin
and wanted to say thank you it helped me tremendously! For a brand new pally tank i understand everything but the CtC and wanted to have things cleared up.

IF IM CORRECT, Ok to determine Block capping or unhittability per say i would simply calculate my current Block, Dodge, Parry, Miss %'s.

Dont laugh im still getting some gear, So i have:

Dodge 13.22%
Parry 13.83%
Block 46.32%
Miss 5%

Added up that would give me 78.37% Avoidance. This is where i want to make sure im clear.....do i add my added block due to mastery now? If so i should add 41% added block for my 18.3 points in mastery which would catapult me to 119% avoidance??? If so i get to reforge and re-gem a bit!

I dont want to think anymore into this until im sure im correct, if not tell me im an idiot and go back to school to learn math.

09-03-2011, 09:23 AM
Your block chance (46.32%) already includes the block chance granted by your mastery. Your block chance without including your mastery is 5%. So you do indeed simply add 13.22 + 13.83 + 46.32 + 5 to get your combined avoidance and block chance.

09-03-2011, 10:19 AM
Ok thank you for clearing that up, i still have plenty of gear to obtain before i reach my cap. But at least im starting to understand the in's and out's of this so called pally tanking, lol.

Thank you for taking the time for this guide!

09-04-2011, 06:41 AM
If you want a good idea of gear gemming and enchanting you cant check out Mr.Robot. Just Google it, its a gear optimizer and its amazing. It will give you a great Idea of gear sets according to Ilvl and your preferences as well as bis gems, chants, and reforges. Once you break CTC you will prolly more than have an idea of what to do so you wont need this. But I still check it sometimes to see if Im along the right lines.

Edit:Its not law but its pretty damn close.

10-17-2011, 01:05 AM
Just curious here, what do you think of the CLC Prot addon? If you're not familiar, it's essentially the tankadin version of Shock and Awe for enhancement shaman. It doesn't recommend when to use mitigation CDs, but I've found it to work fairly well for threat myself.

In regards to Mr. Robot, I have heard so much negativity about the site that personally I'd stick to www.wowreforge.com or maintankadin.com with preference toward the latter in this case.

10-17-2011, 02:15 PM
I prefer not to rely on addons like that for rotations/priorities. While they are wonderful for slightly more complicated dps classes, they are often pretty mediocre for tanks. You can also be led astray by an addon: think about picking up the fragments at rhyolith while the spark is not yet dead, you need to break the single target priority to get a bit of threat on the fragments so that they keep off the healers.

What I did was I went to a boss dummy, put up seal of insight and pummeled the dummy for 20 minutes until I could do it blind.

10-17-2011, 04:09 PM
Suppose that works too. LOL. The addon does stick to the priority pretty efficiently so I figure since I learn better by having it in my face than reading, I'll probably do something similar.

10-17-2011, 06:00 PM
I added a few words about mastery post CTC hard-cap to the stats section.

10-17-2011, 09:50 PM
Theres a nice addon called visual combat table simplifies the whole thing for you ;)

10-26-2011, 03:01 AM
I have added a section in the second post discussing the changes in the PTR patch 4.3.0 that actually change something for Protection Paladins.

10-27-2011, 06:00 AM
good post

10-27-2011, 06:54 AM
So, in my Prot spec with Lavascale Minestrone and Elixir of the Master I now have in excess of full ctc by about 1.5%, not a huge amount but seems like a waste; what stats should I start changing from avoidance/mastery? Mr. Robot (I'm not really a big fan of it, but it did give the reforging advice to hit ctc) says things like expertise and hit. I guess that's all that's left, but am open to suggestions.

I'd link my pally but I logged out in my healing set.

10-27-2011, 08:54 AM
You can reforge mastery to avoidance (or un-reforge back to avoidance as the case may be), this approach will probably need a lot of fine tuning as to which items you should reforge.

Somewhat simpler, if not as finely tuned, is changing gems. You can either turn excess mastery into Stamina, or into parry or dodge.

10-27-2011, 11:25 AM
Thanks, now that you mention it, I forgot all about Stam - how far we've come from WoLK when stam was the Holy Grail. Think I'll work on the gems first; maybe turn some of +40 mastery gems to mastery/stam gems and then go from there.

10-27-2011, 04:28 PM
If you are using the block meta, id start by replacing it with the armor meta. Wont drop you under ctc, and its a sizable chunk of armor with good gear

Sent from my DROIDX using Tapatalk

10-27-2011, 04:59 PM
If you are using the block meta, id start by replacing it with the armor meta. Wont drop you under ctc, and its a sizable chunk of armor with good gear

Sent from my DROIDX using Tapatalk

If you have Block Cap, and even when fairly significantly below it, the block value meta gem reduces your damage taken by more than the 2% armor will. The maths concerning this choice can be found here (http://maintankadin.failsafedesign.com/forum/viewtopic.php?p=635167#p635167) (courtesy of Theck over at maintankadin).

It boils down to this:

If you are a long way away from full CTC, use the armor meta gem.

If you are less than 15% off full CTC, the armor meta gem is slightly better.

If you are 12.4% off full CTC the gems are worth about the same.

If you are less than 10% off full CTC, the BV gem comes out better.

If you are less than 5% off CTC, especially during Holy Shield, the BV gem starts to really run away with it.

If you are at full CTC, even without hitting Holy Shield even once, you would need over 85000 armor for the Armor meta to be better than the BV one.

If you are at full CTC and use Holy Shield, you would need over 130000 armor (assuming it is not hard capped) for the armor gem to reduce more damage over all, and during Holy Shield, there is practically no value for Armor that would cause the Armor meta gem to pull ahead of the Block value gem.

For reference, damage reduction through armor against bosses (or level 88 opponents) is hard capped at just under 97000 (75%) for level 85 players.

11-02-2011, 07:28 AM
If you are less than 5% off CTC, especially during Holy Shield, the BV gem starts to really run away with it.

This is completely irrelevant it does not matter if it is during or not during Holy Shield the BV meta is so far ahead.

If you are less than 15% off full CTC, both are about the same.
Where are you coming up with this? Direct quote from Theckhd

in other words, the 1% block meta is almost identical to the 2% armor meta in the absence of Holy Shield for a tank sitting at 55% block and 35% avoidance, a little over 10% below block cap

That is stating at 12.4% the block meta is ALMOST identical, at 15% the armor is a better meta.

11-02-2011, 07:42 AM
This is completely irrelevant it does not matter if it is during or not during Holy Shield the BV meta is so far ahead.
Nevertheless, I would be remiss to not mention it. Therefore I did. There is no such thing as useless information, perhaps somebody comes here looking to convince a guildie that the block gem is better in THEIR specific case. This saves them needing to ask the question.

Where are you coming up with this? Direct quote from Theckhd

And what do you think "less than 15%" means? Read it again. Between 10 and 15% off CTC they are about the same, close enough to not make that much of a difference, with the breakpoint being about 12.5%. for x% where x<12.4, the block meta will grant more damage reduction, while for x% where x > 12.4, the armor meta will provide slightly more damage reduction. Don't forget that in these borderline areas we are talking about margin of error and the assumption is that the damage in question is blockable (or reduced by armor).

For example Inferno Blades is elemental damage, but blockable. The breakpoint would be much earlier in this specific case.

11-02-2011, 07:47 AM
Haven't used Mr. Robot in a long time. Past all that, (http://www.tankspot.com/member.php?30077-Theotherone) Theotherone (http://www.tankspot.com/member.php?30077-Theotherone) If you are over Ctc and you are very high on mastery food and block its self I would suggest slowing changing it to avoidance to balance your ctc. Its not imparitive but if you wish to min max that's what I would suggest. Unless you are talking about HRag or something along the lines and then I would say the right idea is going to the Puissant for your yellows and prismatic. I also when I was very high over at like 70% block started using some Regal gems same color as mastery stam just with dodge. It helped me put my dodge over and gain stam at the same time which was nice. An even more simple alternative is to just use feasts or dodge food instead of mastery. Cheap and easy!

Nice comments on the thread looks like it really picked up!

11-02-2011, 09:26 AM
And what do you think "less than 15%" means? Read it again. Between 10 and 15% off CTC they are about the same, close enough to not make that much of a difference, with the breakpoint being about 12.5%. for x% where x<12.4, the block meta will grant more damage reduction, while for x% where x > 12.4, the armor meta will provide slightly more damage reduction. Don't forget that in these borderline areas we are talking about margin of error and the assumption is that the damage in question is blockable (or reduced by armor)

This is a guide, you are the author, saying they are about the same is like someone saying the Heroic Mandible is about the same and the normal version.....close enough to not make that much of a difference? Again this is a guide, a guide should deal in absolutes when they are there and nothing else, 12.4% is where the BV becomes better(and no you cant use one particular mechanic to turn an answer into a generalization, you want to do that make an encounter specific area of the guide). At 15% the armor meta is better, at 12.5% they are equal...that is not the same as if you are less than 15% they are about the same. You should have simply used those breakpoints to answer the question correctly.

11-02-2011, 09:38 AM
I edited my reply to reflect the actual values more accurately. Next time you find something wrong (or not completely accurate) it would be nice if you could try using a less aggressive tone of writing though.

11-02-2011, 09:56 AM
It was not meant to come off as aggressive at all, it was meant to show a point that needed to be made. One of the reasons I stopped frequenting tankspot as much as I did say a year and a half ago has been the generalizations in the guides, now until yesterday I had never seen yours since I frequent Maintankadin much more.

However in the past when I played several alts quite often(before I was introduced to League of Legends, now I only play my Paladin and Priest) I would find incomplete and generalized guides, which then led me to need to go off to other sites to get all the specifics. If you are going to take the time to write a guide then take the time to be very clear concise and specific including responding to questions posed. I started writing one for protection maybe two years ago until I fully realized the amount of work it was going to take, and then secondly how much of it I would just be taking from the guides on Maintankadin so I scrapped it.

11-02-2011, 10:17 AM
The thing is it is possible to get too bogged down in the numbers. Look at the MM hunter thread on EJ, as a case in point; when it comes to the rotation it turns "2xSS then fillers to 20 focus then 2xSS" into a detailed discussion of exactly what to do differently when this trinket procs, or when that tier bonus procs to get the last 0.01 dps out of the character. I didn't want a guide that you needed University level mathematics to get the information out of. I link to the maths that forms the basis for my assertions for the mathematically minded to peruse, but I won't be posting calculus in the guide itself. That would probably turn more people off tanking with a paladin than any amount of generalizations.

Anyway, point taken, back to protection paladin questions. Let's get this back on topic.

11-02-2011, 10:23 AM
Fetzie, I think your guide is excellent and thank you for the assistance.

11-08-2011, 11:12 AM
I have included a spreadsheet in the second post with the Dragon Soul loot I could find on Wowhead showing the stats on each of them

11-12-2011, 03:00 AM
blah, im getting it as a pdf, anyway do we have any info on the ICD of souldrinker Fetzie?

11-12-2011, 03:50 AM
Wowhead is listing the proc chance as 15%. Sorry about the pdf, still trying to work out how googledocs works (does it really make too much of a difference?).

11-12-2011, 10:16 PM
Yeah saw the proc chance but didnt see anything for the ICD on it, I would assume their is one. IDK if it was just me but when mine opened it broke the colums into different pages so wasn't as streamlined as it is prob layed out.

11-13-2011, 02:21 AM
If I have done it right, the link should now open it as a spreadsheet on Google Documents.

11-17-2011, 07:40 AM
Great guide! Exactly what I was looking for. After doing the DPS thing and the Healing thing I am taking the plunge into tanking. This guide is a perfect balance of how to do it and why you should. It doesn't get bogged down in the numbers but gives enough to show you why you should care about them. I will be reading your blog and checking back often to see this thread.

Well played sir. Well played.

11-28-2011, 08:08 AM
Updated for 4.3

01-19-2012, 05:38 AM
Perfect guide :) but still i have one q cus last time i check other prot pallys best on my serv and see that they change all games on +75 stam right know i dont know what i must to do ? Now i have about 397-398 item lvl my stats (just on my buffs) is Dodge 20.22% (when Resolve of Undying have 10 stacks) Parry - 19.03% and Block 56.42% . When i start changing games on +75 stam i lose my def cap so what is u advise ? Should i change games ? Thx for answer

01-19-2012, 07:43 AM
How much have you reforged to mastery? Your block chance seems quite low for your item level. It is considerably more efficient to use mastery to increase your CTC than avoidance. It is also better to reforge avoidance to mastery, and then turn the excess mastery on gems into stamina.

Now if you can increase your mastery so that you have about 64% block (about 3200 rating), even at a cost of avoidance, that would leave a lot of stats and gems that you could convert into stamina. Even converting just 100 avoidance/mastery from gems into stamina would mean a 2k life unbuffed increase to your health pool.

I have just logged out in my tanking gear, so you can have a look at what I did (last night I was messing around with my retribution gear and forgot to respecc before going to bed)

01-19-2012, 09:05 AM
Yes i try to chack u but in that moment u wos in retri :P I give u link to my profile http://eu.battle.net/wow/en/character/burning-legion/Sendr%C3%B6/advanced what u will be change ?

01-19-2012, 09:16 AM
Those items with a ton of avoidance rating and a bit of threat rating (hit or expertise): try reforging the avoidance instead. Like your helmet for example. Do you have the trinket from beth'tilac (heroic if possible) or the VP trinket? I would use that instead of the spine trinket. If you check my gear it is fairly similar to yours, but I managed to get 14k life unbuffed more out of it while still being CTC capped. My next "project" is to get rid of all the non-stamina socket bonuses, however that will require some 410 drops :/

01-19-2012, 01:13 PM
Hmm good advice i will change this trinket thx m8

03-23-2012, 02:53 PM
I saw that your character has only 1.47% hit. This doesn't affect you at all?

Great guide ^^

03-23-2012, 03:07 PM
No it doesn't. Threat would be through the roof with 0% hit and 0 expertise. If I could possibly get shut of the hit and expertise rating, I would.

03-23-2012, 04:06 PM
Can you check my character and tell me what do you think about socketing and reforging?
What changes I could do for maximization?

03-23-2012, 04:12 PM
It would be great if you could provide a link to the character's profile :)

03-23-2012, 04:16 PM


03-23-2012, 04:30 PM
Gems and enchants look fine. Could put 65 mastery on the gloves, don't forget to enchant the chest (55 or 75 stamina). When you get some upgrades think about changing some of those yellow gems to green for more stamina.

Talents are fine. Would maybe pull 1 point from reckoning and put it in Rule of Law.

Crusader Strike or WoG Prime instead of HotR.

Focused Shield Major instead of Dazing, maybe think about the Lay on Hands Major instead of consecrate.

03-23-2012, 04:57 PM
Thanks a lot ;)

04-11-2012, 09:59 AM
What do you think about using Hand of Morchock(Heroic version) on tanking?

04-11-2012, 10:06 AM
Awesome weapon, stick a 75 stamina gem in it if you can.

04-11-2012, 10:14 AM
But between mandible of beth and hand of morchoc....

04-11-2012, 10:21 AM
normal morchok is about the same as heroic mandible, heroic morchok is way better than heroic mandible.

05-31-2012, 08:29 AM
WooT this is exactly what I was looking for on my return to WoW after two years! Thank you,thank you for your awesome efforts Fetzie =D
**Buckles in for the duration**

07-18-2012, 08:13 AM
Awesome weapon, stick a 75 stamina gem in it if you can.

What about HC Hand over Normal Souldrinker?

07-18-2012, 08:18 AM
If you need the mastery, go for the Hand of Morchok, otherwise Souldrinker is higher DPS and the heal can be useful.

08-29-2012, 03:03 AM
Please direct future discussion to the new 5.0 thread, which can be found here:


Closing this thread.