Topic
(Sticky)
Leveling Prot 101
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Edited by Baneoftruth on 7/12/11 7:25 AM (PDT)
Who is this for?
This wall of text is for players who are starting out or working on leveling a paladin. New players or old players should (hopefully) be able to make use of this information as a guideline. Note that this is just a guideline document. Just because I wrote a massive guide doesn't meant that I'm right or that there isn't a different way of doing things. That said, if you find any mistakes, or have a suggestion, please let me know right away and I'll do my best to correct the mistake and/or adjust the 'guide'. This is not a questing/zone/gearing guide, this deals with specs/glyphs/rotations. The end goal of this is to have you ready to read the guides listed at the bottom of the post and fully understand them. OPENING Q&A Q. Wow, this guide looks horrible and is aesthetically displeasing to me! A. That doesn't seem to be a question, but you're probably right. I did write the bulk of this in Notepad while I was *coughcough* supposed to be working... Q. Who are you??? A. Baneoftruth. You might remember me from posts on the official WoW forums such as "Leveling Prot 101" and "Leveling Prot 101". Next question? Q. No, really, who are you? A. Alright...I've been playing WoW since 1.0 (Beta installer is on my portable), didn't really pick up the paladin until early TBC, been "main" tanking ever since. I've also been as active as I can be on these forums to try to spread any bits of knowledge or advice I can share to the rest of the community. Q. Why should I listen to you? A. If you find a better guide, by all means, use it. If not, might want to give me a shot here. I will never claim to be an expert or superior to anyone else, and I am more than happy to admit when I am wrong or to defer to a more knowledgeable person. Also, I have candy. Q. I want to tank. Should I play a paladin or a warrior/dk/druid? A. Pick the class that you feel that you would enjoy. Each class has their own variations and abilities. If you ask a warrior what to tank as, you'll be told, "play a warrior". Ask a druid, you'll get "play a druid". Same goes for paladins/dk's. Each class is fun (trust me), but if you want my personal preference, I will always choose a paladin. I prefer the paladin cooldowns, raid support, and threat abilities/mechanics versus those of a warrior. As I haven't played my DK/Druid yet in Cata, I can't speak against those yet, but I know for me, my heart will always be with my paladin. Q. But I want to be the main tank! A. Honestly, the best attitude you can have is to understand that the idea of "main tank" and "off tank" is a little out-dated. Think of it as being a member of a tanking team and there will be a lot less friction between tanks. Q. What stats should I go for while leveling up? A. For base stats: Stamina > Strength > Agility (Agi only helps you crit). You do NOT need Spirit or Intellect (Spirit fingers won't save a tank, and Intellect doesn't actually make you any smarter or nimble...) For other stats: Mastery (level 80+) > Dodge/Parry > Expertise > Hit (this order puts survival over threat) Q. Do I need crit/haste? A. Crit/haste won't hurt you, but you shouldn't aim to obtain them. Q. Do I need Spell Power and/or a Spell Power weapon? A. No, do not directly seek out Spell Power. There are conversions that happen behind the scenes that provide you with Spell Power based on your Attack Power. Q. I r pal-uh-din, so I can heal myself while tanking, right? A. Um, no. The only heal you should be using on yourself or anyone else is Word of Glory. Don't ever use anything with a cast time while you have enemies swinging at you. Q. What professions should I use? A. I can only make recommendations here. If this is your first character and you don't have another source of income, two gathering professions (Mining + skinning/herbalism) will help you make some extra cash. Otherwise, in terms of net gains by 85... >JC'ing offers high stat boosts, but you need to use special gems, so this can get annoying at times >The stam bonus from Mining = Enchanting = Blacksmithing (if you put stam gems in the BS sockets) >LW'ing gives you a cheap leg enchant and 195 stam to bracers (155 stam higher than the highest stam bracer enchant) >Inscription offers a cheap shoulder enchant that is 120 stam higher than the Exalted Therazane enchant >Alchemy gives you the capability to make an "OK" trinket and boosts the duration of flasks (meh) >Engineering...lolengineering... you can get some "meh" tinkers and a high ilvl helm that will probably be worthless come the next tier of content >Herbalism doesn't really offer anything, nor does Tailoring >Skinning gives crit rating, which doesn't really help as a tank (help a bit for threat, but meh) >>>End advice... Take Mining/JC'ing, Mining/Blacksmithing, or Blacksmithing/JC'ing<<< |
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Edited by Baneoftruth on 4/27/11 9:07 AM (PDT)
For those who were away:
Q. What happened to weapon skills? / Do I still have to "level up" my weapon proficiencies? A. Weapon skills were essentially removed. You no longer have to spend hours upon hours grinding out points of weapon skill. Q. What happened to Seal of Light/Wisdom? A. Replaced by Seal of Insight Q. What happened to Blessing of Wisdom? A. It was rolled into Blessing of Might Q. What happened to Blessing of Sanctuary? A. The mana restored by BoS is now granted through talents and supplemented from Judgement Q. What happened to Blessing of Light? A. Holy crap you're old school! BoL was baked into HL/FoL back in TBC. Q. What happened to Divine Intervention? A. Blizzard removed DI with the comment of, "Raid zones are shorter than they were in Vanilla, and teleporters/mounts allow you to get back in position faster, so wipe recovery options aren't really needed." In other words, you'll never see a healer write out in raid chat, "I can't res anyone, it says I'm stunned!" /sadface Q. Should I still be stingy with LoH? A. No, Lay on Hands is down to a 10 minute cooldown, baseline. 7 minute with a glyph. Q. Does Avenger's Shield still slow down pulls with a daze? A. No, Avenger's Shield still silences on hit, but no longer dazes unless you glyph for it. Q. Does our "shield wall" still prevent us from using Avenging Wrath? A. No, Divine Protection no longer causes Forbearance or reduces your damage output. You can stack Avenging Wrath with it. Q. Can I still bubble+hearth? A. 99% no. I'm told that if you're wearing 4pt9 and the gods are smiling on you that you can successfully bubble+hearth. Q. Do I still need to worry about Crushing Blows? A. Yes and no. "Crushing Blows" have not been a concern in a proper raid environment since WotLK came out. It is important to note that you can still suffer a Crushing Blow from a creature that is 4+ levels over you. Come level 85, an unmitigated (unblocked) hit can somewhat be considered the new "Crushing Blow". Your new goal is to stack mastery high enough to get as close to our old friend 102.4% as possible. Q. What happened to Defense Rating? A. It was removed as an antiquated and "annoying" stat. Crit immunity is now acquired via talents for all 4 tanking classes. Q. Do I still need to carry reagents around? A. No. DI was removed, and our Blessings now last an hour without requiring a reagent. Also, Blessings apply group/raid-wide, they're no longer class-restricted. __________ LEVELS 1-10 New Spells: Crusader Strike (CS) - Baseline at level 1 single-target attack. By level 9, this will start generating Holy Power. Use this on cooldown. Judgement (J) - Ranged attack that debuffs your target and causes you to regen mana. Use this on cooldown. Seal of Rigtheousness (SoR) - A 30 minute buff that causes your melee swings to cause additional damage. Always have this active. Devotion Aura (Devo) - A static "aura" that increases your armor. The more armor you have, the less damage you take, so always have this active. Hammer of Justice (HoJ) - A stun. You can use this to interrupt/stun casters. Word of Glory (WoG) - Our "free" heal. WoG is your friend, and you should use it often. Parry - Allows you to parry attacks. A parry is the same as a dodge or a miss with one change...you get a parry-hasted weapon attack right after parrying. Holy Power (HP) - This is our new resource that's used for several abilities. The more charges of HP you have (up to 3), the more powerful the ability that you use to consume the HP will be. Basic theory so far: Use CS, & J on cooldown (Judgement provides you with mana regen), make sure that you have Devotion Aura and SoR active, and use WoG to heal yourself (note that WoG has a 20s cooldown, so try to wait for 3HP to get the biggest bang for your buck). |
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Edited by Baneoftruth on 6/29/11 7:50 AM (PDT)
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LEVELS 11-17 Use your talents points in this fashion: Seals of the Pure (1/2), SotP (2/2), Divinity (1/3), Div (2/3), Div (3/3) New spells: Avenger's Shield (AS) - You get this by spec'ing into the Protection tree. This spell is a ranged attack that will 'bounce' to 2 targets after hitting the first. This will NOT break CC. Redemption - You can now ressurect people. Start carrying water if you aren't already. Righteous Fury (RF) - This is your tanking buff, keep this active at all times Hand of Reckoning - This is our single-target taunt... if a mob is targetting someone else, you can use this to force the mob to target you Lay on Hands (LoH) - This is your first big "oh crap" cooldown. Using this one yourself will heal you to full and give you the Forbearance debuff. For now, this debuff doesn't really effect you. Holy Light/Flash of Light - These are healing spells, do not use this while tanking unless you don't have anything actively attacking you. Keep in mind that this spell is not mana efficient for protection; try to stick to WoG for heals. Basic theory so far: Make sure that you have Righteous Fury active to tank. Righteous Fury now persists through death, so you don't need to worry about turning it on should you die. Use Avenger's Shield on cooldown. Try to target casters when using AS, as it will silence them for a couple seconds. Rotation: Single target: AS > CS > Judge > CS > WoG or /flex > CS *note: It's better to open on single targets with J than with AS if possible, but this will require that you get much closer to the target prior to attacking (J=10 yards, AS=30 yards at the moment). If you feel more comfortable opening with AS from a range, you can. AoE: AS > CS > Judge > CS > WoG or /flex > CS ___________ LEVELS 18-27 Use your talent points in this fashion: Judgements of the Just (1/2), Judgements of the Just (2/2), Toughness (1/3), Toughness (2/3), Toughness (3/3) At level 25, you unlock your glyph capability. 1 Prime, 1 Major, and 1 Minor can now be used. Locate the following Glyphs: Prime: Glyph of Crusader Strike (*note* You may choose to hold off on getting this glyph and wait until level 29 for the Hammer of the Righteous glyph.) Major: Lay on Hands Minor: Blessing of Kings New Spells: Exorcism (Exo) - This is a ranged spell (30 yards) that inflicts Holy damage. If the target is undead/Demon, it will always be a critical hit. You can use this spell to initiate pulls or to try to finish off a fleeing mob (as long as nothing is actively swinging at you.) Hand of Protection (HoP) - Protects a party member (or you) from physical attacks for 10 seconds. Causes Forbearance (conflicts with Lay on Hands). This is your "oh crap, everything is charging the healer!" ability. Immunity from HoP essentially makes a target "disappear" for the duration of the spell. Once the spell wears off, though, that target is vulnerable again. Blessing of Kings (BoK) - Increases Str/Agi/Stam/Int by 5% and magical resists by X (X changes based on your level). This buff is identical to a Druid's Mark of the Wild. If there is a druid in your group, only one of you need to buff...let the druid do it. You'll get another buff later on that you'll use when you have a druid in your group, so you may as well get into the habit now of letting the druid buff. Consecration (Cons) - Eats 55% of your mana to deal holy damage to enemies within 8 yards for 10 seconds. Use this only when you are fighting groups of 4+ mobs. This spell WILL break crowd control (Sheep, sap, etc.) Retribution Aura - Causes damage to targets upon striking you. You *can* use this for AoE threat, but bear in mind that Devotion Aura will reduce your damage intake during AoE tanking (and many mobs attacking you = lots of damage coming in, so more mitigation is good!), and it will also "accidentally" generate threat if a mob hits a group member. Note that Retribution Aura generates threat on whoever is struck, so if your healer gets hit, he gains the threat, not you. Basic theory so far: Make sure that you keep Blessing of Kings. You can use Exo to pull (I use this on bosses). An advanced pull method that I use for larger groups is... target mob #5 w/ Exo, hit mobs #2/3/4 with AS, Judge onto mob #1. Drop Consecrate only for large groups. Rotation: Single target: AS > CS > Judge > CS > Cons > CS > WoG > CS *note: Same range rule applies here that applied in the prior level bracket. AS=30 yards, Judge=10 yards, but you have a new option. You can cast Exorcism at 30 yards, then Judge on the way in. This is actually my recommended course of action. AoE: AS > CS > Judge > CS > Cons > CS > WoG > CS |
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Edited by Baneoftruth on 11/10/11 1:57 PM (PST)
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LEVELS 28-37 Use your talent points in this fashion: Hammer of the Righteous (1/1), Sanctuary (1/3), Sanctuary (2/3), Sanctuary (3/3), Wrath of the Lightbringer (1/2) Note that you can replace your CS Prime glyph with a HotR Prime glyph for additional AoE threat. New Spells: Hammer of the Righteous (HotR) - The AoE replacement for CS. This will hit multiple targets around you (I believe this caps at 10 targets) and will grant you 1 HP. Holy Wrath (HW) - The "new" primary AoE threat spell. This will hit up to 10 targets, evenly dividing damage between them, for Holy damage. Undead and demons will be stunned for 3 seconds. (You can and will glyph this later to also stun Dragonkin/Elementals.) This spell WILL break Crowd Control. Holy Shield - Increases the amount your shield blocks by an additional 20% for 10 sec. Divine Protection - The Paladin version of a Warrior's Shield Wall. This will reduce all damage you take (spell/physical) by 20% for 10 seconds. This is on a short 1 minute cooldown, so don't be afraid to use it often, and even use it on trash pulls in instances. For the "older" players, this spell does not reduce your damage output or cause Forbearance anymore. Seal of Insight - Allows your melee hits to restore health and mana to you. Use this in lieu of Seal of Righteousness only when you're struggling to stay alive. Personally, I switch to this Seal the moment the healer dies. Cleanse - Removes 1 poison and 1 disease effect. It's always a good idea to remove poisons/diseases from yourself, as your healer may be busy, or simply unaware that you are afflicted. Righteous Defense (RD) - Our second "taunt" ability. This one works by targeting a player/friendly target (npc), or targeting mobs. If you target a player/friendly target (npc), up to 3 of the mobs attacking that friendly target will be taunted on to you. If you target a mob, you will taunt that mob plus two other enemies who are also targeting the same friendly target. Basic theory so far: You now have two new abilities available for your rotation. Use HotR ONLY when you are fighting more than 1 target. Use CS for single target. If you have a threat meter add-on installed (Omen is a good threat meter to use) and see that you have a decent threat lead over the dps and/or your healer is struggling, just switch to Seal of Insight. Rotation: Single target: Exo (only on pull) --> AS > CS > Judge > CS > HW > CS > WoG > CS AoE: AS > HotR > Judge > HotR > HW > HotR > WoG > HotR ___________ LEVELS 38-47 Use your talent points in this fashion: Shield of the Righteous (1/1), Wrath of the Lightbringer (2/2), Grand Crusader (1/2), Grand Crusader (2/2), Hallowed Ground (1/2) New Spells: Shield of the Righteous (ShotR) - The primary Holy Power "finisher" move. This will consume HP to slam the enemy with your shield. Damage increases per charge of HP, and this is only worthwhile at 3 HP. Concentration Aura - This is an aura to help casters/healers, you should never have to use it. Divine Plea - For now, this just restores 10% of your mana and reduces the strength of your healing spells by 50% for the duration of the Divine Plea buff (15 seconds) Seal of Truth (SoT) - This is your new tanking seal, replacing SoR Hammer of Wrath (HoW) - This is your new finishing move, use this on cooldown as soon as your target is below 20% health Basic theory so far: You now have a new use for Holy Power. ShotR does a sizable chunk of damage and threat, but is only truly worthwhile with 3HP. Keep in mind that just because you can use ShotR doesn't mean you always should. If you have a decent threat lead on your target, or if you are taking heavy damage, you should continue to use WoG on yourself instead of ShotR. Substitute HoW in for J/AS/HW/Cons on cooldown as soon as your target is below 20% health. Do not substitute HoW for CS/HotR. Using the AS triggered by a Grand Crusader proc will now generate 1 HP. If you can, sub in a proc'd AS for a Judge or HW, but don't otherwise break your rotation. Rotation: Single target: Exo (only on pull) --> AS > CS > Judge > CS > HW > CS > ShotR/WoG > CS AoE: AS > HotR > Judge > HotR > HW > HotR > ShotR/WoG > HotR |
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Edited by Baneoftruth on 11/10/11 2:11 PM (PST)
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LEVELS 48-57 Use your talent points as such: Holy Shield (1/1), Vindication (1/1), Guarded by the Light (GbtL) (1/2), GbtL (2/2), Hallowed Ground (2/2) At level 50, you unlock your glyph capability. 1 Prime, 1 Major, and 1 Minor can now be used. Locate the following Glyphs: Prime: Glyph of Seal of Truth - Grants you 10 Expertise just for having SoT active Major: Glyph of Holy Wrath - Your Holy Wrath spell now also stuns Dragonkin and Elementals Minor: Seal of Truth - Reduces the mana cost of Seal of Truth by 50% New Spells: Holy Shield (HS) - A passive ability that increases the amount of damage you block by 10%. This means when you block a melee hit while HS is active, the damage is reduced by 40%. Divine Shield (DS) - The full immunity bubble. You should only use this while tanking for a split second to remove debuffs (on rare occasions you will use it for longer). Using DS will effectively make whatever you are tanking run loose killing your dps/healer, as mobs ignore immune targets. Plate Specialization - Try to have plate equipped into every slot to gain a 5% boost to your primary attribute (in this case, stamina). Hand of Freedom - Remove/prevents movement impairing effects for 6 seconds. Use this to get out of snares/roots/etc. Rebuke - This will interrupt spell casting and prevent casting for 4 seconds. This cannot miss, so don't worry about hit rating for spell interrupt purposes. Blessing of Might (BoM) - Increases Attack Power by 10% and restores mana. This buff should only be used when you have a druid in your group. Basic theory so far: Use Rebuke to interrupt casters as much as possible. This will reduce incoming dmg. With 2/2 GbtL, you should always remember that your WoG overheals (only on yourself) will never be wasted. Overhealing with WoG and 2/2 GbtL will create a protective shield around you for a few seconds. Make sure to activate Holy Shield often. Activating it right before engaging mobs will help reduce spike damage at the start of the pull. Rotation: Single target: Exo (only on pull) --> AS > CS > Judge > CS > HW > CS > WoG > CS AoE: AS > HotR > Judge > HotR > HW > HotR > WoG > HotR ___________ LEVELS 58-67 Use your talent points as such: Shield of the Templar (ShotT) (1/3), ShotT (2/3), ShotT (3/3), Sacred Duty (SD) (1/2), SD (2/2) New Spells: Crusader Aura - You can now move faster while mounted, hooray! Just don't forget to switch back to Devotion Aura before combat! Divine Light - Another Holy spell, similar to HL/FoL. Don't use this Seal of Justice - PvP seal, reduces maximum run speed to 100% Hand of Salvation - This will reduce the total threat of the effected target by 2% every second for 10 seconds. Use this if you have a dps that's chasing you on threat Basic theory so far: Your Divine Plea now generates 3HP (Thanks to 3/3 ShotT), so use DP before a pull so that you can ShotR right away. The initial ShotR will give you a nice threat lead. Rotation: Single target: DP > Exo (only on pull) --> AS > ShotR > Judge > CS > HW> CS > Judge> CS > WoG > CS AoE: DP > AS > ShotR > HotR > Judge > HotR > HW > HotR > WoG > HotR ___________ LEVELS 68-77 Use your talent points as such: Ardent Defender (1/1), Improved Judgement (1/2), Improved Judgement (2/2), Crusade (1/3), Crusade (2/3) At level 75, you unlock your glyph capability. 1 Prime, 1 Major, and 1 Minor can now be used. Locate the following Glyphs: Prime: Glyph of Shield of the Righteous - 10% increase of ShotR damage is a no-brainer Major: Your choice...Divine Protection (I'm not a fan of this one, but others are), Hammer of Wrath, Ascetic Crusader (this is what I use) Minor: Glyph of Blessing of Might or Glyph of Insight New Spells: Ardent Defender (AD) - This is another "oh crap" ability to put on your bars. Pop this if you see your life dropping low and you have the thought of, "I think I'm going to die in the next 10 seconds. AD will save you and put you up to 15% health. Avenging Wrath (AW) - Increases your damage/healing output by 20% for 20 seconds. Use this early in pulls to gain a threat lead. Resistance Aura - Increases your (and your party's) resistances to magical damage. Use this while fighting large groups of casters. Basic theory so far: Pop AW on pulls for more threat. Your Judgement now has a 30 yard range, so the range issue between AS and J is no longer an issue. However, you should still open with an Exo prior to the Judge. If AD is clearly going to proc (you're going to "die"), try to have 3HP saved up so that you can hit yourself with a 3HP WoG right after the proc. Rotation: Single target: DP > Exo (only on pull) --> AS > AW > ShotR > CS > Judge > CS > HW > CS > ShotR/WoG AoE: DP > AW > AS > ShotR > HotR > Judge > HotR > HW > HotR > AS > ShotR/WoG |
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Edited by Baneoftruth on 6/29/11 7:53 AM (PDT)
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LEVELS 78-85 Use your talent points in this fashion: Crusade (3/3), Pursuit of Justice (1/2), Pursuit of Justice (2/2), Rule of Law (1/3), Rule of Law (2/3), Rule of Law (3/3) New Spells: Turn Evil - Fears an undead/demon target for 20 seconds. Has a cast time, and a feared target may accidentally pull a second group of mobs. You'll likely never ever use this spell. Hand of Sacrifice - Transfers 30% of the damage taken by the target to you for 12 seconds or until the caster has transferred 100% of their maximum health. The damage transferred is reduced by your passive damage reduction from armor and any damage reduction spells you may have active (Divine Shield, Divine Protection) Mastery - Increases your chance to block melee attacks by 18%. Each point of mastery increases block chance by 2.25%. This is your new best friend. Inquisition - Another ability that is fueled by Holy Power. Increases Holy damage by 30%. Each HP used for this ability increases the duration by 4 seconds (lasts for 4/8/12 seconds). Use this ONLY for extra AoE threat with HotR/AS/AW/Cons. Do not bother with this for single target. Holy Radiance - Another Holy spell, but this one has no cast time. Sure, it won't heal you or anyone else for much, but every little bit adds up. Have this one on your bars and use it during AoE's to help your healer a little bit. Guardian of Ancient Kings - The new uber damage reduction ability. Reduces damage taken by 50% for 12 seconds, 3 minute cooldown. Basic theory so far: I advise adjusting your spec sometime at or after level 80. http://www.wowhead.com/talent#sZGMhcRddRRucbr:kosqbRMmz If you want, you can pull a point from PoJ to get 3/3 Rule of Law. If you re-spec as suggested, you'll have a new spell to help your group - Divine Guardian. This is like a shield wall for your entire group/raid, minus yourself. It's not so important in normal 5-man's, but it's awesome in heroics and raids. Rotation: Single target: DP > Exo (only on pull) --> AS > AW > ShotR > CS > Judge > CS > HW > CS > ShotR/WoG AoE: DP > AW > AS > ShotR > HotR > Judge > HotR > HW > HotR > AS > ShotR/WoG _________ FORWARD At this point, you should report to Xayton's Tank Guide: http://us.battle.net/wow/en/forum/topic/1020823291?page=1 Digren's Cataclysm Gear guide: http://maintankadin.failsafedesign.com/forum/index.php?f=3&t=29732&rb_v=viewtopic Theck's Advanced Theorycrafting: http://maintankadin.failsafedesign.com/forum/index.php?p=593309&rb_v=viewtopic#p593309 As a foot note...one of the worst cooldowns in WoW is definitely the 60 second forum post cooldown when attempting to post a massive amount of text... |
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Edited by Baneoftruth on 6/29/11 7:49 AM (PDT)
Addendum A: Why allocate talent points this way
___________ LEVELS 11-17 Seals of the Pure (1/2), SotP (2/2), Divinity (1/3), Div (2/3), Div (3/3) I advise choosing SotP first to increase your damage output, followed by Divinity to increase the strength of your WoG and any other heals that are cast on you. ___________ LEVELS 18-27 Judgements of the Just (1/2), JotJ (2/2), Toughness (1/3), Tough (2/3), Tough (3/3) JotJ adds another feature to your Judgement spell. It slows the judged target's melee/ranged attack speed. Basic theory here is...if you can slow the target's attacks, you'll take less damage. Similarly, Toughness will increase your armor, which will staticly increase your damage reduction versus physical attacks (doesn't change magic damage). ___________ LEVELS 28-37 Hammer of the Righteous (1/1), Sanctuary (1/3), Sanc (2/3), Sanc (3/3), Wrath of the Lightbringer (WotL) (1/2) HotR gives you an AoE attack that generates Holy Power to use in lieu of CS when battling multiple enemies. It's a no-brainer to pick this up right away. Sanctuary reduces that chance that you'll suffer a critical hit (2x damage) by 2% per point. 6% means you will never be crit by mobs that are less than 4 levels above you. In addition to this, Sanctuary reduces your damage taken (physical and magical), and returns you mana on dodge (won't really help much until later in the game). WotL will give you a static damage output increase. ___________ LEVELS 38-47 Shield of the Righteous (1/1), Grand Crusader (GC) (1/2), WotL (2/2), GC (2/2), Hallowed Ground (HG) (1/2) ShotR finally gives you something else to spend Holy Power on, and will help you tear through enemies. It's your choice whether to take that second point in WotL for a static damage output increase, or to put a point into GC first for the chance to proc extra AS's. HG was chosen over Reckoning for the leveling build for a couple reasons. First, pre-80 your chance to block is abysmal, so Reckoning won't proc much at all. Second, you'll likely be doing a lot of AoE'ing while leveling, so the added dmg and reduced mana cost to Consecrate could be helpful. ___________ LEVELS 48-57 Vindication (1/1), Guarded by the Light (GbtL) (1/2), GbtL (2/2), Holy Shield (1/1), HG (2/2) Vindication will reduce the attack power of your primary target, thus further reducing your incoming damage. GbtL will help you in several ways. First, it will increase how much your WoG heals for on yourself. Second, at 2 ranks, any overhealing done to yourself with your WoG will create a protective shield around you for about 3 seconds (basically it's a Power Word: Shield). Third, it will activate Holy Shield (which you will have by the end of this talent bracket). It's very important to remember that second and third point, so that you don't worry about overhealing, and so that you don't decide to use your HP on ShotR while at low health because you want to activate Holy Shield. GbtL will activate HS at 2 ranks. Even though your block chance is very low, it's still important to pick up Holy Shield. Lastly, the second point in Hallowed Ground will further increase the dmg and reduce the mana cost of Consecrate. ___________ LEVELS 58-67 Shield of the Templar (ShotT) (1/3), ShotT (2/3), ShotT (3/3), Sacred Duty (SD) (1/2), SD (2/2) Shield of the Templar gives your Divine Plea 1 HP per rank, allowing you to start combat with 3/3 HP by rank 3. Sacred Duty will just give your Judgements a chance to make your ShotR auto-crit. If you proc SD and miss with your ShotR, the SD buff will still be consumed. ___________ LEVELS 68-77 Ardent Defender (1/1), Improved Judgement (1/2), Imp. Judgement (2/2), Crusade (1/3), Crusade (2/3) Grabbing AD not only gives you another "oh crap" button, but it also is the final point needed to allow you to start putting points into the Ret tree. Imp. Judgement will allow you to Judge much sooner on pulls, thus starting your mana regen earlier, debuffing the target with JotJ, and giving you a chance to proc SD for an insta-crit ShotR. Crusade is chosen to increase the damage of CS and HotR, you can effectively ignore the other added benefits. |
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Edited by Baneoftruth on 6/29/11 7:51 AM (PDT)
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LEVELS 78-85 Crusade (3/3), Pursuit of Justice (PoJ) (1/2), PoJ (2/2), Rule of Law (RoL) (1/3), RoL (2/3), RoL (3/3) The third point in Crusade unlocks the second tier of the ret tree. Picking up PoJ does a couple important things for you. First, it increases your movement speed without the need for a boot enchant (and the boot enchant is only 8% increase, PoJ is 15% at 2 ranks). Why would you want to move faster? PoJ will not only help you catch adds or get to the boss faster, but it will also help you get out of "bad stuff" faster (think void zones and flamestrikes). Another added bonus (which I've had proc many times while leveling and in 5-man's) is that you gain HP while stunned/feared/immobilized. Free HP? Yes please. Lastly, 3 points into Rule of Law will increase your crit chance on CS, HotR, and WoG. This will increase threat, damage output, and healing output. As noted above, the build that you would have right now if you followed this guide to the letter is not the 'best' spec for raiding and dungeons. Reckoning will offer you more threat generation than Consecrate, so 2/2 Reckoning will yield better results than 2/2 HG. Also, dropping 1 point from Rule of Law to pick up Divine Guardian will give you a cooldown to reduce group/raid damage. In normal 5-man's, this isn't too important, but come heroics and raids this can be extremely useful (and I've actually seen this ability mean the difference between wipes and boss kills before). Addendum B: Glyph choices explained ...coming soon |
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Reserved just in case I decide that I didn't talk enough...(3 should be enough...I hope...)
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I may have missed this but what seal do you use for single target dps and which strike?
Is Seal of Rightiousness better than of Truth? I use of Truth for single and group dps. What about Crusader strike vs Hammer of Rightiousness. I've been only using HofR for both, is their damage =? Thanks for the advice. |
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All of these questions were answered in the guide...perhaps I need an abbreviated tl;dr at the end :-/
I may have missed this but what seal do you use for single target dps and which strike? Use Seal of Righteousness until you get Seal of Truth (level 44). Use Crusader Strike for single targets, Hammer of the Righteous for 2+ targets. CS will put out higher damage against a single target than HotR will. In fact, iirc...adding the 3 hits up from a typical HotR hit will come out to less than a single CS hit. For example...if your CS hits for 1000, your HotR may hit for 250-300 per target. |
Thanks, so is there any point to use Seal of Rightiousness at all, or is it something that becomes outdated and forgotten once SofTruth is available? |
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Actually, HotR hits for only slightly less than CS. This is because HotR has 2 damage components: a physical and a holy. The physical only affects main target, and hits like a noodle. The holy portion is the AoE, and hits for slightly less than CS. Ex. CS hits for 1000. HotR hits for 100 and 700 |
1-hander. Abilities such as Avenger's Shield, Hammer of the Righteous, and Holy Shield don't function without the shield. Plus, shield = armor = damage mitigation
I haven't seen a point in using SoR once you have obtained SoT. I would have to try to locate the math behind the coefficients, but in previous X-packs (TBC/WotLK), I know that paladins (mainly just ret) would 'seal twist' between SoV (what's now SoT) and SoR for fast-dieing packs. Of course, our 1-handers are on a much faster swing timer than their 2-handers, which would let us stack up Censure faster even on fast-dieing packs.... Eh, I guess I'm kinda talking myself in a circle here. [/u]Until more information comes out, replace SoR with SoT as soon as you get it.[/u] Actually, HotR hits for only slightly less than CS. This is because HotR has 2 damage components: a physical and a holy. The physical only affects main target, and hits like a noodle. The holy portion is the AoE, and hits for slightly less than CS. I knew that there was a difference between the two, but I wasn't sure exactly how much of a difference. However, I do recall seeing that the difference becomes more apparent at higher gear levels. Either way, it's still better to use CS on single target and HotR on multi-targets. |
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Edited by Grymdal on 1/11/11 9:34 PM (PST)
Use Seal of Righteousness until you get Seal of Truth (level 44). Actually I'd Say Seal of Righteousness until Seal of Insight. Then Seal of Insight until Seal of Truth. After that SoI while questing or on LFD trash mobs, switch to SoT for bosses. I wouldn't bother glyphing SoT until level 75. I just think 10 expertise for SoT from 50 - 75 is unnecessary, when you can hold off to glyph it. This said, I still use SoI more than I did SoT. As far as HoTR with its physical and holy component (and I glyphed it) I hit harder even on single targets with HoTR than CS until around level 82. Just my two copper, not criticism. Great guide and much respect for you, Xayton, Taugrimm, ect that take the time to make these! Protection Paladin Leveling Guide - http://www.brighthub.com/video-games/pc/articles/101423.aspx |
I definitely welcome varying opinions and constructive criticism. Out of curiosity, did you level 28-84 post Cata or pre-Cata? I have the feeling that I should level a paladin under the new mechanics so I'm not speaking out of turn... The reason why I suggest the SoT glyph at 50 is just due to the fact that it is our highest TPS glyph available. After skimming the guide that you linked, I think I need to clarify (early in my post) regarding the divergence between your type of guide and this one. The guide that you linked looks like it's built for ease of leveling versus this guide, which builds the talents/glyphs right into what you're using at 85. Two different theories, I suppose. From my viewpoint, it's better to get a handle on how the spec works and what abilities to use early on rather than playing one way 1-85, then switching gears. Again, that's my opinion. |
