A guide to paladin tanking-Glyphs and Spec
Hi everyone, Im just going to make this guide to help young paladin tanks out there who are a bit unsure about how to spec or glyph to make better there playstyle.
Before you criticise my work on this guide please know that this is the conclusions based off of numerous paladins after extensive research and study over threat and damage taken. This current spec and and glyph make up IS the best in-game threat producer, and damage reducer combo in game right now.
First off I would like to start off with talents.
This armory link is the best build for threat and taking less damage:
The World of Warcraft Armory
Ok, to start off, many people ask why not seals of the pure? Studies show that the crit gained from conviction + heart of the crusader (8 percent crit in all) causes more threat than seal of the pure. If you think about it, it makes sense, an 8 percent chance to cause double damage to all attacks sounds much better than a 15 percent damage bonus to one attack.
Also, a common question is why not divinity? It helps my healers keep me up better! Studies also showed, that speccing into vindication causes you to need much less healing, thus making you need to be healed less and for not as high amounts=reduced damage taken>improved healing taken. You think that bosses have like 12k AP but really most bosses only have around 4-5k AP which equals about a 10-15 percent damage bonus reduction. It helps a bunch!
Alot of people dont like divine sacrifice either, but once you begin raiding more, you will find that once your specific tanking roll is over with, it helps your raid a bunch to toss a divine sacrifice up + a bubble= much less reduced damage for your raid for 12 seconds. A good example of a time to use this is when tanking Auriaya, if you are picking up the cats, once all the cats are dead you could use this to help your healers out on healing the raid during a sonic screech or other ability. It can basically be used any time that you have finished your specific tanking role for a particular boss fight.
Lastly, some people ask why only one point in improved judgement? This is because the best paladin threat rotation known as the 969 rotation hinges on judgement being a 9 second cooldown. (I will make a guide on rotations if this guide is popular)
Alright, now to do glyphs. There are two must have glyphs, the first glyph that is a must have is Glyph of Divine Please, -3% damage doesnt sound like much, but if you think about it, that 3 percent plus sanctuary plus talent reductions plus armor starts adding up and you get some major damage reduction, every bit helps. The second must have is glyph of seal of vegence. The 10 expertise granted by this glyph is just amazing, it helps your threat a huge amount, and you will find your self keeping aggro much easier with this glyph. For the third and final glyph you can really choose out of three options, Glyph of AS or judgement is great for threat, but if you are lacking a bit on hit rating glyph of righteous defense can be helpful.
The two minor glyphs you need are glyph of lay on hands for more heals on yourself in tight situations and glyph of sense undead for additional threat.
Thanks for reading this guide, and if this is popular I may make one or two more guides (if i did one would be on good stats to use, and the other would be on rotation.)
Once again thanks and I hope this helped.