Prot Pally Guide - Protect the Pandas!

90 Human Paladin
3020
***Table of Contents***

To find your section that you'd wish to read, simply press Ctrl+F and insert [PPGPtP00X], X being the section you want to be taken to.

Introduction.........................................[PPGPtP000]
Frequently Asked Questions....................[PPGPtP00X]
Changes from Cataclysm to Mists of Pandaria..........[PPGPtP001]
Talent Tree..........................................................[PPGPtP002]
Glyphs...............................................[PPGPtP003]
Priority System (Rotation)...........................[PPGPtP004]
Defensive Cooldowns..................................[PPGPtP005]
Stat Priority........................................[PPGPtP006]
Gems and Enchants.....................................[PPGPtP007]
Macros / Useful Addons...............................[PPGPtP008]
Credits..............................................[PPGPtP009]

***Introduction[PPGPtP000]

Hello, my name is Bassm, and today I have re-written the Protection Paladin guide that was created by various people such as Xayton and Celyndrashad. Of course, not all the information I present is just from these guys and myself alone... so...

***All stuff taken from previous posts from various people from various places, myself included.***

Let us remember that many other people have done heavy research into Protection Paladins, and they obviously deserve the credit for taking the time out of their lives to help out the rest of us. A lot of thanks goes out towards Maintankadin, but also to various forum posters such as Xayton and Celyndrashad for their input as well. I will not attempt to take credit for other people’s research, but instead try to help provide information within the sticky so that other Protection Paladins can better themselves.

Also a very good footnote from Xayton – “Don't blindly lead yourself. Take the time to learn about your class. Learn why you should be gemming with X gems, enchanting with Y enchants, and specing Z. It will give you a better understanding of how things work and in the long run make you a better tank.” Knowing your class inside and out is the key difference from being a good Protection Paladin and a great Protection Paladin.

***Frequently Asked Questions[PPGPtP00X]

Q: So wait, what's with these screwy Prot Paladins using DPS gear? I kicked one because he was LOL!

A: Prot Paladins have changed a lot ever since Cataclysm. Reading the guide further will allow you to understand that; however, I can give a brief rundown on why many people are stacking Haste and Hit / Expertise to death.

- Dodge / Parry were (originally) fairly weak in comparison to Haste and Mastery. Tanks want reliability above all else.
- Sanctity of Battle, originally for Rets only, allows Prot Paladins to participate in using Haste to lower the cooldown of all our attacks (for the most part). This includes our crucial mitigation builders (Holy Power) as well as our AoE threat (Holy Wrath and Consecration).
- Haste build also received extra healing with Seal of Insight since Haste affects your weapon speed.
- Hit and Expertise are important because they help our Holy Power generators hit. If they are missed, dodged, or parried, no Holy Power is generated.


So before going to kick the Prot Paladin, just remember that you shouldn't exactly kick based on the gear that he / she is wearing. Rather, kick based off of poor performance (assuming PuGs).

Q: Is there Haste "soft-caps"

A: For those that want a mesh of stats, there sort of is. The problem is, of course, reaching anything past the 10% percentile requires a lot of Haste itemization. In most cases, it's usually best to just as much Haste then Mastery as possible or vice-versa. Theck posted numbers on benchmarks more than actual "soft-caps", though.

Q: I'm having issues with threat / DPS. Please halp!

A: As far as threat, Hit and Expertise go a long way with helping generate threat. If, however, you still find your threat slipping too much (to other DPS or healers, mind), here are some ways that can help generate threat.

- Is Righteous Fury on? Seems like a dumb question, but you would be surprised at the number of times that having Righteous Fury off is the primary issue.
- Opening rotation for trash should be Sacred Shield (roughly 6 seconds before the pull) -> Judgment (for Holy Power / movement - we'll discuss this later in the movement talents section) -> Avenger's Shield -> Hammer of the Righteous (assuming gap is closed) -> Consecration -> Holy Wrath -> Holy Prism -> Begin rotation as normal. Seems fairly complex in comparison, but you want Consecration and Holy Prism to have some Vengeance backing its power up.
- Seal of Insight does generate threat (albeit in a different way - it generates heal threat). Battle Healer glyph also generates extra threat.
- Hand of Salvation can be used on a friendly target to reduce their threat by 100% for 8 seconds. Try using this on a DPS that you know (commonly) pulls threat off of you while you're trying to pick up trash.
- Remember that if you use Divine Shield or Hand of Protection, the enemies will fixate away from you and focus on who's next on the threat table. You can temporarily deter this by forcing a fixate on some bosses (some like Gara'jal fixate randomly on players) by using Reckoning as soon as you activate your bubble. You'll have the boss's attention, at least, for 4 seconds. After the four seconds, you'll likely have to drop your bubble.


Q: WHY ISN'T JUDGMENT CASTING!?!

A: Easy - you possibly swapped specs or changed a glyph, which means your seal is turned off. Just activate a seal again and voila! you can judge the bad pandas again!

***Changes from Cataclysm to Mists of Pandaria[PPGPtP001]

* NO MORE AOE TAUNTS – Righteous Defense has been removed from Protection Paladins as well as their equivalents from other classes.

* Holy Shield is gone – Though it has been “somewhat” replaced, which will be explained further into the article.

* We can now pool up to 5 Holy Power – At Level 85 we obtain Boundless Conviction, which allows Paladins to store a total of 5 Holy Power. Keep in mind that Shield of the Righteous and Word of Glory still spend only up to 3 Holy Power, so you are able to retain at the most 2 extra Holy Power after using one of those spells.

* We now have Sanctity of Battle – For those that never played Retribution Paladin, Sanctity of Battle uses Haste to lower the cooldown on your Holy Power generators as well as Hammer of Wrath, Consecration, and Holy Wrath.

* Shield of the Righteous has had significant changes – SotR is not a “Holy Power dump” anymore. Now we use SotR as a method of damage mitigation. Its new passive effect reduces the physical damage you take by 30% for 3 seconds, as well as give the player a charge of Bastion of Glory, which increases your Word of Glory heal by 10% and stacks up to 5 times.

* CTC (Combat Table Coverage), or Block Cap, cannot be reached – For those that don’t know what CTC was, Protection Paladins back in Cataclysm reached a certain percentage to be “block capped”, which was 102.4%. How the table worked was like so –you had a one-roll system that determined what would happen when the enemy hit you with an attack. Theck explains this best in his Attack Table guide, which can be found here: http://maintankadin.failsafedesign.com/forum/viewtopic.php?f=4&t=25714.

Now, there is a two-roll system where Block is separated from Dodge and Parry’s table. In other words, let’s say you had 20% Dodge and Parry and 30% Block. It would instead look like this assuming the mob was at equal levels:
0.1-5 – Miss
5.1 – 25 – Parry
25.1-50 – Dodge
50.1-100 Hit

And then the second roll would be:
0.1-30 – Block
30.1-100 – Hit

* Block now has Diminishing Returns as well as other changes – Yes, it’s true; now we cannot be mindless zombies and just aim for CTC and know that we can simply Block everything that we can’t Avoid. You probably have also noticed that your Parry is roughly double to your Dodge – this is because Parry has a faster diminishing return than Dodge; roughly 2-3x as much. Waniou from Maintankadin has given an awesome macro to help determine how much Parry you should have in comparison to your Dodge:
/run d=GetDodgeChance() p=235.5*d/65.631440-((235.5/65.631440)*5.01-3.76) DEFAULT_CHAT_FRAME:AddMessage("Ideal parry for current dodge: "..string.format("%.2f",p))

5.2 - Grand Crusader has changed - Before, Grand Crusader procced off Crusader Strike or Hammer of the Righteous 20% of the time. Now, it procs off a successfully Dodged or Parried attack as well as Crusader Strike or Hammer of the Righteous 12% of the time. What this means? Dodge and Parry, as some of the experts were saying, still matter folks. Don't actively avoid Dodge and Parry anymore like it's the anti-christ.

***Talent Tree[PPGPtP002]

Our Talent Trees have significantly changed with this expansion pack. Before, you obtained talent points and placed them wherever on your talent tree. Now, our talent tree allows us to choose one of three talents at Level 15, 30, 45, 60, 75, and 90. Each talent has its pros and cons for various types of battles and situations. Thankfully, we can now change what talents we have without the requirement of a trainer – all we need is a (link needed)Tome of Disappearance.

Tier 1 – Movement Talents

Speed of Light
Instant
3.5% base Mana
45 Sec Cooldown
Increases your movement speed by 70% for 8 sec.

Long Arm of the Law
Passive
A successful Judgment increases your movement speed by 45% for 3 sec.

Pursuit of Justice
Passive
You gain 15% movement speed at all times, plus an extra 5% movement speed for each charge of Holy Power up to 3.

Recommendations: All three have their significant pros and cons. In most cases, Pursuit of Justice ecks out a win due to being active at all times and gives the player another reason to save up Holy Power after battle; however, Speed of Light and Long Arm of the Law both have pros and cons in other scenarios. Just remember that with Pursuit of Justice the maximum movement speed you can obtain is 30%.

This also helps your opening rotation sometimes. If you're using Speed of Light - unless a mechanic in the fight prevents you otherwise, feel free to use it like a psuedo-Charge. Otherwise, casting Judgment will proc both Pursuit of Justice (+5% Movement) or Long Arm of the Law (+45% Movement for 3 seconds).

Tier 2 – Utility

Fist of Justice
Instant
3.5% of base mana
20 yd range
30 sec cooldown
Stuns the target for 6 sec. Replaces Hammer of Justice.

Repentance
1.7 sec cast
10.0% of base mana
30 yd range
15 sec cooldown
Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead.

Burden of Guilt
Passive
Your Judgment hits fill your target with doubt and remorse, reducing movement speed by 50% for 12 sec.

Recommendations: In most cases, Fist of Justice will win out thanks to its shorter cd and (slightly) higher utility. Repentance isn’t bad for CC if it is needed, and Burden of Guilt can be useful in situations where you want to slow down the enemy.

Tier 3 – Defensive

Selfless Healer
Passive
Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35% per stack and improves its effectiveness by 35% per stack when used to heal others. Stacks up to 3 times.

Eternal Flame
Instant
1 Holy Power
40 yd range
Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for 5240 to 5837 (+ 49% of SpellPower) and an additional 508 (+ 5.85% of SpellPower) every 3 sec for 30 sec. Healing increased per charge of Holy Power.

Replaces Word of Glory.

Sacred Shield
Instant
6 sec cooldown
40 yd range
Protects the target with a shield of Holy Light for 30 sec. The shield absorbs up to (30 + 1.17 * holy spell power) damage every 6 sec.

Can be active only on one target at a time.

Recommendations: Sacred Shield, a.k.a. the new Holy Shield, all the way. Do not even bother with the other talents – the bubble is way too powerful to forego the other two talents. Eternal Flame has a few advantages, but you shouldn’t be using WoG more than SotR. Selfless Healer is slightly better for specs such as Retribution, and even then using SS on the tank or you are arguably better.

Also don’t forget that Sacred Shield IS tied to the GCD, so don’t think you can macro it in with something unless you’re doing something such as a cast sequence. Sacred Shield also acts like a DoT - it takes a snapshot of your current stats (including Vengeance). Don't be afraid to refresh it early in the fights to have the buffed version of Sacred Shield on you.

Tier 4 – Hands

Hand of Purity
Instant
7.0% of base mana
30 sec cooldown
40 yd range
Places a Hand on the friendly target, reducing the damage of harmful periodic effects by 70% for 6 sec as well as reducing all types of damage by 10%. Players may only have one Hand on them per Paladin at any one time.

Unbreakable Spirit
Passive
When your Divine Shield, Divine Protection or Lay on Hands are on cooldown, spending Holy Power will reduce the remaining cooldown by 1% per Holy Power spent, up to a maximum of 50% reduction.

Clemency
Passive
You can use Hand of Freedom, Hand of Protection, Hand of Sacrifice and Hand of Salvation twice each before incurring their cooldowns.

Recommendations: With 5.2, Hand of Purity does have a couple of advantages. Not only does it mean bleed effects are less scary (think Stone Guards), but we now also get an extra 10% reduction on the cast. AND, it can be used while being CCed, so you do have an option if you are stunned / etc. This spell is very powerful, and best of all - if you need to you can cast it on other players. Then again, assuming you're Protection, you're likely using it on yourself.

Clemency is often underestimated of a talent, too. Having two hands is better than one after all, right? Double Hand of Protection to prevent physical damage for healers or casters, double Hand of Salvation against trash to make threat easy, double Hand of Sacrifice to help prevent others from accumulating too much damage, double Hand of Freedom to free snares from two people. Clemency is very powerful in the right hands and some fights really love it (Gara'jal loves double Hand of Protection).

So where does this leave Unbreakable Spirit? It's still a fairly powerful talent, but a little weaker in comparison to Clemency and Hand of Purity. Alas, making Lay on Hands a potential 5 min CD is very nifty - it might help bail your raid out twice while you're still learning the fights. Reducing Divine Shield to a (roughly) 2.5 min CD is also nice for some fights, too. This might be slightly better in some 5 man Heroic Dungeon fiascos, but there are some situations where having the other two help out. Hand of Purity is nice in at least one fight (Gate of the Setting Sun's 3rd boss - atm can't remember or be arsed to remember his name).

Overall - this talent selection is heavily underestimated by some of the beginner Paladins. Once they step into settings like raids, though, you'll realize this is a pretty powerful talent tree.

Tier 5 – DPS Boosts

Holy Avenger
Instant
2 min cooldown
Abilities that generate Holy Power will deal 30% additional damage and healing, and generate 3 charges of Holy Power for the next 18 sec.

Sanctified Wrath
Sanctified Wrath
Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts.

Holy
Reduces the cooldown of Holy Shock by 50%.

Protection
Reduces the cooldown of Judgment by 50%. Avenging Wrath also increases healing received by 20%.

Retribution
Reduces the cooldown of Hammer of Wrath by 50%.

Divine Purpose
Passive

Abilities that cost Holy Power have a 25% chance to cause the Divine Purpose effect.

Divine Purpose
Your next Holy Power ability will consume no Holy Power and will cast as if 3 Holy Power were consumed. Lasts 8 sec.

Recommendations: Considering Protection Paladin’s main goal revolves more around survival than DPS, Holy Avenger usually is the winner. It provides a nice DPS buff as well as maximizes survival since it allows SotR to be used (almost) consecutively to minimize damage taken. In 5 Man Heroics or certain instances, you can tie both Avenging Wrath and Holy Avenger together since they have roughly the same duration and provide a DPS / survival buff.

Sanctified Wrath isn’t bad since it does allow a somewhat faster Holy Power regeneration thanks to the reduced CD on Judgment while providing an extra 20% to healing received; however, Avenging Wrath is also on a 3 min CD.

Divine Purpose is the weakest talent in most scenarios. Tanks shouldn’t really focus on being too reliant on the RNG since it can be the difference between a wipe and surviving. I found this talent doing best in 5 man Heroics, but Holy Avenger doesn't do that bad in that setting either.

Celyndrashad explains this one in further detail than I, so you can read this if you still are unsure:

“A quick note on tier 5 talents.

For damage these talents rate SW>HA>DP, while for SotR uptime they rank DP>HA>SW. Holy Avenger is more controllable than Divine purpose and can operate as a burst survival cd...and who doesnt want to wield the ashbringer? SW works well with the AW glyph (no duh huh) and is nice with LAotL. If you choose SW note that you should prioritize Judgment over CS DURING AVENGING WRATH.”

Tier 6 – DPS / Heal

Holy Prism
Instant
5.4% of base mana
20 sec cooldown
40 yd range
Sends a beam of light toward a target, turning them into a prism for Holy energy.

If an enemy is the prism, they take 14523 to 17750 (+ 142.8% of SpellPower) Holy damage and radiate 9794 to 11969 (+ 96.2% of SpellPower) healing to 5 nearby allies within 15 yards.

If an ally is the prism, they are healed for 14523 to 17750 (+ 142.8% of SpellPower) and radiate 9794 to 11969 (+ 96.2% of SpellPower) Holy damage to 5 nearby enemies within 15 yards.

Light’s Hammer
Instant
1 min cooldown
30 yd range
Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for (17 sec.5) sec.

Arcing Light
Deals 3268 to 3993 (+ 32.1% of SpellPower) Holy damage to enemies within the area and 3268 to 3993 (+ 32.1% of SpellPower) healing to allies within the area every 2 sec.

Execution Sentence
Instant
1 min cooldown
40 yd range
A hammer slowly falls from the sky, causing holy spell power*5936/1000+26.72716306*486 Holy damage over 10 sec. This damage is dealt slowly at first and increases over time, culminating in a final burst of damage.

Stay of Execution
If used on friendly targets, the falling hammer heals the target for holy spell power*5936/1000+26.72716306*486 healing over 10 sec. This healing is dealt slowly at first and increases over time, culminating in a final burst of healing.

Recommendations: Level 90 talents can be underestimated, as they provide either the greater amount of our damage, utility, or threat.

Execution Sentence is our best single-target attack, and technically our best single-target heal. This is awesome on bosses in particular, but it can also be macro'd to be used on yourself while tanking trash. It's on a 1 Min CD, so there aren't much issues throwing it into your rotation somewhere.

Holy Prism was something underestimated, but when Holy Wrath wasn't working I've noticed it's pretty useful. Not only is it now a smart heal, but it also helps generate a "snap threat" fairly well. The prism is best targetted on yourself. This is recommended on trash pulls and the like. 20 second cooldown is pretty nice too, but sometimes it can be hard to weave in.

Light's Hammer can be treated more like a cooldown more than an actual attack. It's pretty nice to have and some of the pros like Theck also use it. Don't underestimate this one just because the other two are gravy.

Level 90 talents seem to call for different situations, so choose whichever talent fits the appropriate situation at hand.

***Glyphs[PPGPtP003]

Pandaria made it difficult for us to choose which glyphs we should use as a Protection Paladin. In general, you will likely swap in and out glyphs pending on the situations presented in the instance or fight coming up. For this reason, we’re going to list what glyphs are recommended to be looked at when selecting your glyphs. Remember, you can also swap glyphs out with (link here)Tome of Clear Mind.

*DPS Increase*

* Alabaster Shield – Successful blocks increases the damage for SotR by 20%, which stacks up to 3 times. For the most part, this glyph is highly recommended since SotR is a key component in our rotation.

* Focused Shield – Avenging Shield hits 2 fewer targets, but damage is increased by 30%. Thanks to an update in 5.0.5, our Avenging Shield hits pretty hard to compensate for our loss with Seal of Truth and Censure. This glyph is great for consistent damage on single targets throughout the entire fight such as bosses.

* Final Wrath – When enemies are at 20% health or less, your Holy Wrath’s damage is increased by 50%. Holy Wrath has also gotten a significant buff thanks to an update in 5.0.5, and with the glyph Holy Wrath hits harder than Hammer of Wrath at 20%. Awesome for trash / mobs.

* Double Jeopardy – When Judgment is used on a separate target, its damage is increased by 20%. This glyph isn’t bad in situations with trash / mobs, though underperforms in some boss situations.

* Harsh Words – Allows the Paladin to target enemies with Word of Glory instead to damage the target for the amount it would have healed him. Does not work with Eternal Flame and does not stack with Bastion of Glory.

* Word of Glory – When Word of Glory is used, you receive a 3% damage boost per Holy Power spent for 6 seconds. This one is okay since Word of Glory is used often; however, the 6 seconds and the small boosts aren’t enough to really justify it.

Recommendations: Alabaster Shield, Focused Shield, and Final Wrath are probably your best glyphs to improve your DPS. Alabaster Shield might be slightly weaker when considering the avoidance build, and Final Wrath is only effective in instances where the boss is at 20% or less health. Remember that Focused Shield isn’t recommended when you have to pull mobs and trash.

*Utility Glyphs*

* Avenging Wrath – Passive 1% heal every two seconds. This is best paired if you take Sanctified Wrath as a Tier 5 talent.

* Battle Healer – Melee attacks when using Seal of Insight heals a nearby injured friendly target, excluding the user, for 30% of the damage dealt. This glyph is great with Vengeance ramping up your melee attacks and helps your threat generation thanks to the heals that are being provided.

* Blinding Light – AoE knockdown. Considering Blinding Light is a mediocre spell otherwise, this glyph can take the spell and make it useful. Great for interrupting multiple enemies at once (if they can be knocked back).

* Consecration – Allows the Paladin to target his / her Consecration within 25 yards of casting. Great for pulling trash / mobs from a distance.

* Dazing Shield – Dazes, or slows down the target. Makes pulling a little easier at the start.

* Divine Protection – Instead of Divine Protection protecting you from magic damage by 40%, it protects the user from physical damage by 20% and magic damage by 20%. Note that this glyph and the spell are inversed from what they originally were in Cataclysm. This glyph does have its situational advantages.

* Hammer of the Righteous – Increases the debuff from HotR from 30 sec to 45 sec. Not a bad glyph for those trying to learn their spec or if the tank has to constantly target away from certain enemies for an extended period of time.

* Holy Wrath – Stuns Elementals and Dragonkin as well as Undead and Demons.

Recommendations: Pretty much anything listed here is good enough to be used with Protection Paladin. Battle Healer is highly recommended as it increases your threat generation and helps make healer’s lives a little easier with the added heals on injured players. Like some of the DPS glyphs, these also have situational advantages and disadvantages.

*Minor Glyphs*

There are only four glyphs that really affect anything we do.

* Righteous Retreat – Bubble Hearth!

* Mounted Kings – Gives Blessing of Kings when mounting. Not really recommended.

* Falling Avenger – Slowly falls while using Avenging Wrath.

* Focused Wrath – Holy Wrath only affects one target. Might have some use when a lot of CC is involved or when you want to focus your damage on one target (especially for Final Wrath scenarios).

The only two that really matter are Falling Avenger and Righteous Retreat. The other two are too situational to really consider. Aesthetic glyphs usually outclass the other two.

*In General – Recommended Builds*

Breakdown - In general, the only one that is usually required almost 100% of the time is Alabaster Shield. It offers a consistent damage increase without a penalty or condition applied to it (aside from blocking, which comes naturally).

Battle Healer, though, is one that is definitely a powerful glyph, and highly recommended. The utility it provides is astronomical when combined with making it easier for healers to heal other people.

For offensive, Focused Shield is probably the one glyph you'll likely go to unless there is more than one target. In this case, Final Wrath is likely better of a choice. Avenger's Shield has most of our damage, while Holy Wrath has a great portion of it (especially during Execute phase). Remember that Holy Wrath has a higher priority than Hammer of Wrath during execute phase if Final Wrath is glyphed.

Defensively, Divine Protection can help in a lot of situations that calls for physical damage reduction.

For other forms of utility broken down, Dazing Light and Holy Wrath glyphs are great as well.

Maximizing DPS:
- Glyph of Alabaster Shield
- Glyph of Focused Shield / Double Jeopardy
- Glyph of Final Wrath

Balanced Boss / Off-heal:
- Glyph of Battle Healer
- Glyph of Alabaster Shield
- Glyph of Focused Shield / Final Wrath / Divine Protection

Mob / Trash:
- Glyph of Blinding Light
- Glyph of Battle Healer OR Glyph of Consecration
- Glyph of Holy Wrath OR Dazing Shield
Double Jeopardy can also work.

There are many different ways that you can set up your glyphs. All it takes are knowing what you want with your Paladin and what is being called into play with instances, certain pulls, and certain bosses.

***Priority System (Rotation)[PPGPtP004]

ALWAYS REMEMBER TO HAVE RIGHTEOUS FURY ON AT ALL TIMES!

We do not like to really call our system of works a “rotation”. Rather, we like to look at it as a priority system.

*Seals*

In patch 5.0.5, Seal of Truth and Censure were nerfed by about 80%. This has caused a great debate on what Seal to use – Seal of Insight or stick with Seal of Truth. In most cases, Seal of Insight is usually better than Seal of Truth; however, Seal of Truth can be used so long as you’re keeping yourself healthy and the healer doesn’t tap out of resources too quickly.

There are two advantages with Seal of Insight. The first is the additional heal / mana ticks that stack with our Vengeance. The additional bonus is that the heal helps improve our aggro generation a bit as well, so it makes losing aggro within the first couple of seconds in the pull a little harder than simply using Seal of Truth. The other advantage is Battle Healer glyph, which helps heal other allies for 30% of the melee damage dealt by you. This makes healer's lives a little bit easier in general.

Seal of Truth is still decent, if only because it is one of the better seals to help our DPS. Censure tick still helps us out in damage output and helps our melee attacks by 12%. It just isn’t as profound of a Seal as it was back in, say, Cataclysm. It definitely is on the losing end of Seal of Insight, though.

What you use is completely up to you and the party in general. Consult with your healers if necessary to decide which seal to use. In most cases, though, Seal of Insight is highly recommended for survival and an aggro boost. Seal of Truth is pretty weak and should only really be used if you have some obsession with having the most optimal DPS (not recommended as a tank, either).

*Damage Mitigation*

Mists has introduced us into the world of Death Knights… sort of. Now we must roll with the ways of damage mitigation. Protection Paladins have two ways of damage mitigation. The first is through Shield of the Righteous, which provides a 3 sec buff that reduces physical damage by 30% and provides a charge of Bastion of Glory which stacks up to 5 times and each charge improves our Word of Glory by 10%. The second is through Word of Glory, which spends Bastion of Glory charges to heal the Protection Paladin for a significant amount of health.

Remember that your Mastery stat increases the amount of physical damage that is reduced, the amount Bastion of Glory increases your Word of Glory heal, and your Block chance by 1% for each point of Mastery.

*Priorities in General / Pull*

Remember our first and foremost priority is to hold aggro, so don’t forget your nifty tools such as your Taunts when necessary.

1) Keep Weakened Blows debuff on enemy with Hammer of the Righteous.
2) Use Shield of the Righteous to help keep 3 sec buff. Remember that you can generate 5 HP, so it doesn’t have to be spent right away.
3) Build HP with Crusader Strike, Judgment, Hammer of the Righteous, or Avenger’s Shield if Grand Crusader procs.
4) DPS.

A great opener is usually Sacred Shield ~6 seconds before the pull -> Judgment -> Avenger’s Shield instead of Avenger’s Shield -> Judgment like it was originally in Cataclysm. This is because Avenger’s Shield can’t proc Sacred Duty anymore (Sacred Duty was removed) and, at the time, Avenger’s Shield could silence all three enemies. Judgment was mainly used to help build threat while walking towards the mob / trash / boss. Since Judgment now builds HP and works in tandem with two of the three movement boosting talents, it’s best to open with it first before Avenger’s Shield.

Celyndrashad explains why you should use Sacred Shield 6 seconds before the pull: “Sacred shield now does not apply an absorb till after the first 6 seconds. Reapplying SS before its duration is up will keep this from happening mid-combat. So just make sure you apply SS 6seconds before the pull.”

*Single Target Priority*

Crusader Strike -> Judgment -> Filler -> Crusader Strike -> Judgment -> Filler

And so forth. This prioritizes on building Holy Power. If Grand Crusader procs, simply use it during the Filler phase. Filler should be used with these spells in the following order of priority:

- Hammer of the Righteous if debuff has dropped / about to drop
- Avenger’s Shield (whether Grand Crusader procs or not)
- Holy Wrath
- Execution Sentence (if talented for)
- Consecration
- Sacred Shield (roughly when it’s on its last tick or within the last 5 seconds)
- Holy Prism (if talented for)
- SotR, so long as you have 3 HP up (ideally you want 5).

At 20% health or less:

- Hammer of the Righteous if debuff has dropped / about to drop
- Avenger's Shield (if Grand Crusader procs)
- Holy Wrath (only if Final Wrath is glyphed)
- Hammer of Wrath
- Avenger’s Shield (if no Grand Crusader proc)
- Holy Wrath (if not glyphed)
- Execution Sentence (if talented for)
- Consecration
- Sacred Shield (roughly when it’s on its last tick or within the last 5 seconds)
- Holy Prism (if talented for)
- SotR, so long as you have 3 HP up (ideally you want 5).

*AoE*

You can swap to Seal of Righteousness, though Seal of Insight works just fine. Replace Crusader Strike with Hammer of the Righteous. Seal of Righteousness is usually best on 4 or more targets. Also, Consecration should be over Holy Wrath in the rotation as Holy Wrath's damage is split over multiple enemies. If Final Wrath is glyphed and there are trash below 20% health, it's okay to prioritize Holy Wrath over Consecration.

***Defensive Cooldowns[PPGPtP005]

- Sacred Shield (Talent) – Great bubble. Keep up at all times.

Also note Sacred Shield works like a DoT - it takes a snapshot of your stats (including Vengeance). So remember to actively refresh it when you have more Vengeance stacked onto you.

- Divine Protection – 1 Min cd, either protects the caster from magic damage by 40% or physical damage and magic damage by 20% if you use Glyph of Divine Protection.

- Devotion Aura – 3 Min cd, protects allies within 40 yards of the caster from magic damage by 20% for 6 seconds. Best used when magic AoE happens.

- Guardian of Ancient Kings – 3 Min cd, protects caster from damage by 50%. Probably our most powerful defensive cooldown and should be used when major damage is incoming.

- Ardent Defender – 3 Min cd, protects caster from damage by 20% for 10 seconds. While active, an attack that would normally kill you will instead heal you for 15% of your maximum health. This is also a powerful defensive cooldown, but very awkward to decide when to use it (especially if you don’t die often).

- Divine Shield – 5 min cd, protects user from all damage for 8 sec, but reduces your damage output by 50% (as well as reduces threat). Can also use Hearthstone if glyphed with Glyph of Righteous Retreat. Causes Forbearance. This is best used when either there are a lot of debuffs (i.e. loss of control) or when the group is about to wipe if you’re combining with the Righteous Retreat. It’s best to macro this just in case you want to debuff yourself (in fear of losing threat).

- Avenging Wrath – 3 min cd, increases damage and healing caused by 20%. Great offensive and defensive cooldown. Lasts 20 seconds. If Sanctified Wrath is taken as a talent, increases healing received by 20%, extends the duration to 30 seconds, and reduces the cooldown on Judgment by half.

- Holy Avenger (Talent) – 2 min cd, abilities that generate HP will deal 30% additional damage as well as generate 3 HP instead of 1.

- Lay on Hands – 40 yd, 10 min cd (12 w/Divinity Glyph), Heals a friendly target at max health. Causes Forbearance.

*Hands*

Note - these are on the GCD!

- Hand of Protection – 40 yd, 5 min cd, Protects an ally for 10 seconds from physical attacks, but player cannot use physical attacks or abilities when in the bubble. Causes Forbearance. Great in situations where healers are taking physical damage from enemies.

- Hand of Freedom - 40 yd, 25 sec cd, Places hand on friendly target to grant immunity to movement impairing effects for 6 seconds. Awesome for mechanics that cause player to lose control or become snared / slowed down.

- Hand of Salvation - 40 yd, 2 min cd, Removes threat from a target by 100% for 10 seconds. Great for trash pulls with bursty DPS that pull threat off you.

- Hand of Sacrifice - 40 yd, 2 min cd, transfers 30% of health from a friendly target to the Paladin for 12 seconds or until the Paladin has transferred 100% of their health. Awesome for fights where you can't force the boss off someone (i.e. fixates) and works as a cooldown for allies to help absorb some of the damage and focus the damage on one person (in this case, the tank). Well, some of it anyway.

- Hand of Purity (Talent) – 40 yd, 30 sec cd, Places hand on friendly target to reduce harmful damage over time effects by 70% for 6 seconds. Nice to use against mechanics such as Bleeds.

*Blessings*

If no Druid or Monk is present – Blessing of Kings
If Druid or Monk is present – Blessing of Might

***Stat Priority[PPGPtP006]

Gearing and our stat priority is highly dependent on your goal as a Paladin. There are three different options to consult with if you want to build your Protection Paladin. All three have pros and cons associated with each other, so choose whichever you think is best for your raid group and / or yourself. If you’d like, you can read all the number crunching by Theck here - http://sacredduty.net/2012/09/24/avoidance-mitigation-and-damage-smoothing/.

TOTAL AVOIDANCE

Dodge = Parry > Mastery > Hit > Expertise

Total Avoidance is all about avoiding as much incoming damage as possible. While this means there are instances where you can escape without taking much damage, damage will also sometimes come in “spikes”. Stamina should be built to suit whatever is necessary. Remember to run the Dodge / Parry ratio macro too!

CONTROL: MASTERY

Before we go further into this, let's explain why Expertise and Hit should be capped in the next two builds. Celyndrashad explains this nicely (and why I got the Expertise originally mixed up at 7.5 instead of 15%):

"Expertise does not lose mitigation value after 7.5%. Its worth just as much at 14% as at 5%. The reason that some of the older guides make a break point at 7.5% was that they were concerned with overall damage taken. Hitting 15% takes a TON of itemization and they felt that they would be taking too much overall damage. But that kinda defeats the entire purpose of the control build altogether."

Anyway, the formula you've been waiting for -

Stamina > Hit (7.5%) > Expertise (15%) > Mastery > Haste

This is an easier version of a Protection Paladin to play and doesn’t have as much spiky damage as the Total Avoidance formula. This helps with generating Holy Power and using SotR without worries of an accidental miss and loss of building up a charge of Holy Power in the process. Best of all, you Block, reduce physical damage, and heal a little more with this build than the Haste build that will be explained below.

This setup is pretty much your "middle-road" of sorts.

CONTROL: HASTE

Stamina > Hit (7.5%) > Expertise (15%) > Haste > Mastery

Just like the Control: Mastery, Hit should be 7.5% and Expertise should be capped at 15%. This one trades easy wheels / middle-of-the-road tank style for a slightly faster Judgment, Crusader Strike, Hammer of the Righteous, Holy Wrath, Consecration, and Hammer of Wrath thanks to Sanctity of Battle. The main point of this is to speed up Holy Power generation to help mitigate the damage in a (slightly) faster pace. This also yields a DPS increase in comparison to the Control: Mastery. Be very careful, though, as this build can be more prone to damage spikes than the Mastery build, but usually is less prone than the Total Avoidance build.

***Gems and Enchants[PPGPtP007]

All of these will vary with the Protection Paladin’s build of choice. Recommended are as follows.

Recommended Gems
Meta Gem: Austere Primal Diamond
Red Gems:Guardian's Imperial Amethyst, Keen Vermilion Onyx, Defender's Imperial Amethyst or Fine Vermilion Onyx
Blue Gems:Solid River's Heart or Perfect Puissant Alexandrite
Yellow Gems:Confounded Wild Jade, Perfect Puissant Alexandrite or Fractured Sun's Radiance [/ul]
Shoulders: Greater Ox Horn Inscription or scribe only Secret Ox Horn Inscription
Cloak: Enchant Cloak - Greater Protection Engineers can use a Goblin Glider also.
Chest: Enchant Chest - Superior Stamina
Wrists: Enchant Bracer - Mastery
Hands: Enchant Gloves - Superior Mastery
Belt:Living Steel Belt Buckle
Legs: Ironscale Leg Armor
Boots:Enchant Boots - Pandaren's Step or (if you have PoJ) Sha Armor Kit
Rings (chanter only): Enchant Ring Greater Stamina.
Shield: Enchant Shield - Greater Parry
Weapons: Enchant Weapon - Colossus, Enchant Weapon - River's Song, Enchant Weapon - Windsong, Living Steel Weapon Chain or Enchant Weapon - Dancing Steel

***Macros / Useful Addons[PPGPtP008]

Macro to increase your max Camera distance
/script SetCVar("cameraDistanceMax",50)

Divine Shield Cancel Macro
#showtooltip
/stopcasting
/cancelaura Divine Shield
/cast Divine Shield


Parry to Dodge ratio
/run d=GetDodgeChance() p=235.5*d/65.631440-((235.5/65.631440)*5.01-3.76) DEFAULT_CHAT_FRAME:AddMessage("Ideal parry for current dodge: "..string.format("%.2f",p))

*Addons*

Necessary:

Deadly Boss Mods (or other boss mods) – Don’t be dumb! Use this!

Highly Recommended:

GTFO – GET OUT OF THE FIRE!
PowerAuras – Tracks CDs, Holy Power charges, and Procs.
http://www.tankspot.com/showthread.php?58444-PowerAuras-Tutorial

Tidy Plates + Threat Plates – Great for showing your aggro while AoE tanking and shows another way to view debuffs on enemies.

Omen – Threat Meter

Recount – Damage Meter

Skada – Can be used instead of Omen and Recount since it merges both into one. I personally don’t like it, but maybe others do… so…

Optional UI / Etc:

Bartender4 – Changes your bar setup as well as other things.
ReforgeLite – Makes reforging easy as hell.
OmniCC – Helps show timers on things such as Debuffs and such. I find it pretty useful.
Mikscrollingbar – Scrolls all damage taken and delivered as well as heals.
VuhDo – Can be used to help track your buffs such as Sacred Shield.
TomTom – Helps point where to go in some situations (i.e. when you die).
Vengeance Status - Lets you see how much AP you are getting from Vengeance, without having to open up your character page.
Acheron - A death log...plain and simple.
EavesDrop - A much easier to read combat log. If you have a death log like Archeron you have a less of a use for this.

***CREDITS[PPGPtP009]

None of the info in this guide is original and is a paraphrasing of the info found on the maintankadin website or simply browsing wowheads. All Credit goes there.

Other Sources Include:
Maintankadin;
http://maintankadin.failsafedesign.com/forum/
MoP Plate Tanking Gear Guide (Celyndrashad)
http://us.battle.net/wow/en/forum/topic/6606903045
The Pally Only version:
http://us.battle.net/wow/en/forum/topic/6571787785
Avoidance, diminishing returns, and block:
http://us.battle.net/wow/en/forum/topic/2489160859
Tank movement
http://us.battle.net/wow/en/forum/topic/1920715056
The old prot pally guide by Xayton!
http://us.battle.net/wow/en/forum/topic/1020823291
Celyndrashad’s Prot Pally Guide:
http://us.battle.net/wow/en/forum/topic/6489939466
Edited by Bassm on 3/5/2013 1:26 PM PST
Reply Quote
90 Human Paladin
3020
Reserved.
Edited by Bassm on 10/25/2012 9:31 PM PDT
Reply Quote
90 Human Paladin
3020
Reserved
Reply Quote
90 Human Paladin
3020
Reserved
Reply Quote
90 Human Paladin
3020
Reserved
Reply Quote
90 Human Paladin
3020
Reserved.

You may meow post.
Reply Quote
90 Human Paladin
3020
10/25/2012 09:49 PMPosted by Paladinwtf
Wtf, you can't do that.

I can.

I did.

Whatchya going to do about it?
Reply Quote
85 Blood Elf Paladin
8270
Very nice job!

I was happy to see your section on seal of truth.

Some typos/ect I noticed.

* Divine Shield is gone – Though it has been “somewhat” replaced, which will be explained further into the article.


I think you meant to put Holy Shield here. Also maybe i missed it but i did not see where you said it was somewhat replaced by Sacred shield.

- Hammer of Wrath if debuff has dropped / about to drop
- Avenger’s Shield
- Consecration
- Sacred Shield (roughly when it’s on its last tick or within the last 5 seconds)
- Level 90 Talent (Holy Prism or Execution Sentence)
- Holy Wrath
- SotR, so long as you have 3 HP up (ideally you want 5).


I think you mean Hammer of Righteousness at the top. I think Holy Wrath should be above Cons single target.

Also Looking at the sims I cant help but feel AS with GrC proc should be prioritorized over CS. But i have no confirmation of this. Asking on maintankadin.

10/25/2012 09:23 PMPosted by Bassm
Stamina > Hit > Expertise > Haste > Mastery > Expertise (15%)


This should be stamina>hit to 7.5%>expertise to 15%>haste>=mastery

Expertise does not lose mitigation value after 7.5%. Its worth just as much at 14% as at 5%. The reason that some of the older guides make a break point at 7.5% was that they were concerned with overall damage taken. Hitting 15% takes a TON of itemization and they felt that they would be taking too much overall damage. But that kinda defeats the entire purpose of the control build altogether.

Id personally say the mastery build is a middle of the road build that balances damage taken with control. But this is all opinion and if you disagree with me or feel im wrong (and i could be) just ignore me =P

MoP Plate Tanking Gear Guide (Celyndrashad)
http://us.battle.net/wow/en/forum/topic/6489939466


Wrong link.

http://us.battle.net/wow/en/forum/topic/6606903045

Great job. Much better than mine!

/sticky request
Edited by Celyndrashad on 10/25/2012 11:02 PM PDT
Reply Quote
85 Blood Elf Paladin
8270
Also,

JUST A THOUGHT

but maybe put in a navigation guide?

Apparently the 5k character limit is broke again cause there is no way in hell your first post is 5k characters =P

But having everything in one post does make it a bit hard to wade thru. A guide could fix that.

Maybe something like this:

***Table of Contents***

Changes from Cataclysm to Mists of Pandaria..........[PPGPtP001]
Talent Tree..........................................................[PPGPtP002]

*snip*

Changes from Cataclysm to Mists of Pandaria [PPGPtP001]

* NO MORE AOE TAUNTS – Righteous Defense has been removed from Protection Paladins as well as their equivalents from other classes.



People could use ctrl f to search for the specific section quickly and easily.

Of course its your guide and that system never worked well for me. Up to you.

Great job!!!!
Reply Quote
90 Human Paladin
3020
Thanks for the sticky request and the comments Celyndrashad!
I think you meant to put Holy Shield here. Also maybe i missed it but i did not see where you said it was somewhat replaced by Sacred shield.

Ah yes, thank you for reminding me on that! I'll implement that ASAP.
I think you mean Hammer of Righteousness at the top. I think Holy Wrath should be above Cons single target.

Also Looking at the sims I cant help but feel AS with GrC proc should be prioritorized over CS. But i have no confirmation of this. Asking on maintankadin.

I'm not 100% sure on the Consecration / Holy Wrath portion (in theory Consecration does more damage... but I usually see Holy Wrath top the charts even without Final Wrath), but I have no problem moving it above Consecration. Hopefully once I hit 90 I'll have slightly more accurate results, but for now I'm seeing both almost interchangeable. I usually Consecrate first because of the additional ticks that follow with it.

Also I have to agree with you on Grand Crusade proc. But definitely ask Maintankadin if you could please; at least to confirm.
This should be stamina>hit to 7.5%>expertise to 15%>haste>=mastery

Expertise does not lose mitigation value after 7.5%. Its worth just as much at 14% as at 5%. The reason that some of the older guides make a break point at 7.5% was that they were concerned with overall damage taken. Hitting 15% takes a TON of itemization and they felt that they would be taking too much overall damage. But that kinda defeats the entire purpose of the control build altogether.

Id personally say the mastery build is a middle of the road build that balances damage taken with control. But this is all opinion and if you disagree with me or feel im wrong (and i could be) just ignore me =P

Ah okay, see I read it in so many different ways, but the Expertise capping does feel like it makes sense. I'll also write that note with Mastery Build because it is very middle-of-road IMO.
Also,

JUST A THOUGHT

but maybe put in a navigation guide?

Apparently the 5k character limit is broke again cause there is no way in hell your first post is 5k characters =P

But having everything in one post does make it a bit hard to wade thru. A guide could fix that.

Maybe something like this:

***Table of Contents***

Changes from Cataclysm to Mists of Pandaria..........[PPGPtP001]
Talent Tree..........................................................[PPGPtP002]

*snip*

Changes from Cataclysm to Mists of Pandaria [PPGPtP001]

* NO MORE AOE TAUNTS – Righteous Defense has been removed from Protection Paladins as well as their equivalents from other classes.



People could use ctrl f to search for the specific section quickly and easily.

Of course its your guide and that system never worked well for me. Up to you.

Great job!!!!


Also,

JUST A THOUGHT

but maybe put in a navigation guide?

Apparently the 5k character limit is broke again cause there is no way in hell your first post is 5k characters =P

But having everything in one post does make it a bit hard to wade thru. A guide could fix that.

Maybe something like this:

***Table of Contents***

Changes from Cataclysm to Mists of Pandaria..........[PPGPtP001]
Talent Tree..........................................................[PPGPtP002]

*snip*

Changes from Cataclysm to Mists of Pandaria [PPGPtP001]

* NO MORE AOE TAUNTS – Righteous Defense has been removed from Protection Paladins as well as their equivalents from other classes.



People could use ctrl f to search for the specific section quickly and easily.

Of course its your guide and that system never worked well for me. Up to you.

Great job!!!!

Oh yes, I can do this. Thanks for the advice!
Edited by Bassm on 10/25/2012 11:03 PM PDT
Reply Quote
85 Blood Elf Paladin
8270
I'm not 100% sure on the Consecration / Holy Wrath portion (in theory Consecration does more damage... but I usually see Holy Wrath top the charts even without Final Wrath), but I have no problem moving it above Consecration. Hopefully once I hit 90 I'll have slightly more accurate results, but for now I'm seeing both almost interchangeable. I usually Consecrate first because of the additional ticks that follow with it.

Also I have to agree with you on Grand Crusade proc. But definitely ask Maintankadin if you could please; at least to confirm.


Well going from this:

http://maintankadin.failsafedesign.com/forum/viewtopic.php?p=718667#p718667

Holywrath does more damage and has the same cd as cons. Futher, if you look at the sims:

http://maintankadin.failsafedesign.com/forum/viewtopic.php?p=718668#p718668

You get more dps putting HW>cons.

The PROVISO is that its single target. HW is a meteor attack (meaning it does the same amount of damage no matter how many targets there are) so if it does 14k damage to 1 target it will do 7k each to 2 targets, and so on. It always adds up to the same number.

Cons will do the same amount of damage to all the targets. So if it does 12k damage overall to 1 target it will do 12 k to any other targets also. So it does 12k with one target, 24k with 2, 36k with three and so on till you hit the aoe cap (if it still exists or if it is still applied).

So single target HW>Cons

On AoE Cons>HW
Edited by Celyndrashad on 10/25/2012 11:23 PM PDT
Reply Quote
90 Human Paladin
3020
I'm not 100% sure on the Consecration / Holy Wrath portion (in theory Consecration does more damage... but I usually see Holy Wrath top the charts even without Final Wrath), but I have no problem moving it above Consecration. Hopefully once I hit 90 I'll have slightly more accurate results, but for now I'm seeing both almost interchangeable. I usually Consecrate first because of the additional ticks that follow with it.

Also I have to agree with you on Grand Crusade proc. But definitely ask Maintankadin if you could please; at least to confirm.


Well going from this:

http://maintankadin.failsafedesign.com/forum/viewtopic.php?p=718667#p718667

Holywrath does more damage and has the same cd as cons. Futher, if you look at the sims:

http://maintankadin.failsafedesign.com/forum/viewtopic.php?p=718668#p718668

You get more dps putting HW>cons.

The PROVISO is that its single target. HW is a meteor attack (meaning it does the same amount of damage no matter how many targets there are) so if it does 14k damage to 1 target it will do 7k each to 2 targets, and so on. It always adds up to the same number.

Cons will do the same amount of damage to all the targets. So if it does 12k damage overall to 1 target it will do 12 k to any other targets also. So it does 12k with one target, 24k with 2, 36k with three and so on till you hit the aoe cap (if it still exists or if it is still applied).

So single target HW>Cons

On AoE Cons>HW

Makes sense, and now I think I also know why it was acting funny on me - when I was targetting the dummies, I was hitting the others so the damage was technically split. Should've used the minor glyph to test that out. Thanks for the clear-up!

I've also updated per the changes presented!
Reply Quote
85 Human Paladin
6435
10/25/2012 09:49 PMPosted by Paladinwtf
Wtf, you can't do that.


It's cool.
Reply Quote
90 Human Paladin
3020
I hope I didn't step over someone's toes when re-writing this. If I did... I apologize.
Reply Quote
90 Human Paladin
5785
10/26/2012 05:24 PMPosted by Bassm
I hope I didn't step over someone's toes when re-writing this. If I did... I apologize.


The op and a few of your other posts have already been reported, guess you did.
Reply Quote
90 Human Warlock
6435
10/26/2012 05:58 PMPosted by Invincible
I hope I didn't step over someone's toes when re-writing this. If I did... I apologize.


The op and a few of your other posts have already been reported, guess you did.


They are reported for sticky. They show up the same.
Reply Quote
85 Blood Elf Paladin
8270
Its a report for a sticky.

I did it and was the first one to do so.

I chose other and asked them to sticky the thread.
Reply Quote
90 Human Paladin
5785
Its a report for a sticky.

I did it and was the first one to do so.

I chose other and asked them to sticky the thread.


The second post too?
Reply Quote
85 Blood Elf Paladin
8270
No that was not me.
Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Reason
Explain (256 characters max)
Submit Cancel

Reported!

[Close]