Prot Pally

Nickd

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Just dinged 68 on the pally.
Rolled him because i really really really admire the AOE Tanking ability of this class, but at the moment i am still retri spec.
Should i switch to prot now, get some crap AH stam gear and level that way?
Or should i stay retri and respec when i hit the big 70?

I already have some tanking gear in mind for when i hit 70, busy farming the mats on my lock:
Boots of the protector
Belt of the Guardian
Bracers of the Green Fortress
S2 Mace
Shattered Sun rep shield
Felsteel set for head/legs/hands


Any other really good craftable gear out there?
Suggestions please =D
my plan is to start tanking heroics ASAP so i can start getting together some good badge gear.
 
I was ret when I leveled and only became prot at 70. Get Felsteel goves, pants and legs and use armory to see recommended upgrades and thotbot as to where to get them
 
I would recommend speccing prot, getting some AH gear and level to 70 in instances. Instances is a fun way to level, and this way you start to gather a decent prot set before 70. Most importantly, you get tanking experience.
 
I lvl'd as holy but my buddy (our currrent "token" ret pally and 1st string prot pally) lvl'd prot and he solo'd 10-15 mobs at one time, he lvl'd really really fast by himself! the only thing he needed help on was the group quest in Nagrand...but if u know wat u doing with AOE tanking u can WTFPWN anything if u play it right! If u are Herb/Alc mana pots are ur best friend!! Plus the eng goggles are possibly the best craftable items in the game and u can use them at 62-63 i think!
 
Great JC trinket with huge Defense bonus and a nice dodge on-use,and brilliant engineering goggles. Blacksmithing for some nice craftable items ( some of which are BoP ) like the T5 lookalike Red Havoc Boots and shoulders

Oh as a note,best way to solo multimobs as prot is Buying a shield with good block,add a mithril shield spike and consecrate + holy shield + SoV spam :)
 
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I leveled prot since lvl 10 till i got to 69. Went holy and collected prot gear left overs until i had i relatively decent set and then switched back to prot. I always collect for my ret set aswell in the hopes that blizard will give ret pallies some love in raid utility and do go ret once in a while for some pointless killing in BG.
(Yes pallies can dps as ret but you need very nice gear to compete with pure dps classes. - blizzard giving hybrids some love ... lets hope thistime its not a bluff like with 2.4)
Easiest way to get gear as prot imo if you dont have a decend enough set for heroics is go holy, (healing gear much easier to get from vendors ah etc as you can wear any armour class.) get a couple badges and get the odd heroic tank drop. you will get a fairly okay set once you get a couple of badges.
Advice : Your first purchase with badges should be libram of repentance and if you stick to tanking this libram will be your friend untill atleast t6 dungeons.
Buy stuff with your badges that doesnt drop often in instances like trinkets rings etc. Pvp for a spelldamage mace.

thats all i can think of now.
 
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I would recommend speccing prot, getting some AH gear and level to 70 in instances. Instances is a fun way to level, and this way you start to gather a decent prot set before 70. Most importantly, you get tanking experience.

I will agree with him :)

Seeing that you are a pally, your DPS as prot aren't that bad either so you can still solo quests, but it will be remarkably slower.

The next 2 lvls will take long so doing instance lvling will make it more fun :)
 
dinged 70 on friday, bit of a grind.
Busy doing the BG's now for the S2 mace.
anyone got a good prot pally site and/or guide?
the wowwiki ones are great but i wanna see some more ;)
 
Tankadin 101
This extensive guide covers areas such like aggro generation, mana management and the hows of tanking. I have only included topics such as aggro generation, spells and tanking method.
Full guide here

http://maintankadin.failsafedesign.com/viewtopic.php?t=7


The Paladin has several key features that operate very differently than the other two tanks.

The Paladin uses mana where the other tanks use rage. While this originally prevented them from being viable tanks for long fights, mana regen from healing recieved (via Spiritual Attunement) makes this no longer an issue. Tanking Paladins affectionately refer to their “Blue Rage bar”, as SA replenishes their mana supply constantly. The remaining functional differences are twofold: first, a paladin has a much larger (and scalable) functional resource pool (i.e. 100 rage is worth X seconds of ability use, 4000 mana will be more time of ability use than X), offset by a greater need for efficient spending. Second, they start a fight at full resource, making heavy frontloading possible.

The Paladin generates threat through Holy spell damage (with threat multipliers). Their overall threat model is more like a Druid than a warrior: high damage with bonus threat for damage dealt. They differ from Druids in that their damage source is unaffected by any mitigation mode in the game. Holy Damage has no resistance value: the spell damage can “miss”, resulting in a full resist, but partial resist or school-specific resists don’t apply. Since the damage is magical, rather than physical, the armor of the mob has no impact on the threat generated by the paladin. While some of the threat is generated from holy damage procs on successful weapon swings, a lot of Paladin threat is coming from reactive procs (i.e. damage when hit) and AoE DoT, so even outright mob avoidance has only a moderate effect on threat generation. This spell-based threat mechanic does make the paladin less effective on mobs that silence (see below) and are magic immune (though resistances aren’t a factor).

The Paladin generates threat through multiple sources that are active simultaneously, most of which are fire-and-forget. At any point in a fight a Paladin will probably be building threat from: seals on weapon swings, hits taken, hits blocked (at all times), bonus damage on hits blocked (when Holy Shield is active). These multiple damage sources all scale with gear and add up FAST. In any multi-mob encounter the Paladins screen will be covered with a constant stream of numbers.

Since much of the damage and threat of the Paladin is passive or nontargetted, there is no real limit to the number of mobs a Paladin can hold. The threat built on non-targetted mobs is substantial: instance nonelites will usually kill themselves from reactive damage long before DPS gets to them on the target list, and elites will still be substantially weakened when DPS gets to them. Paladins rarely require crowd control: the only limit to the number of mobs they can tank is the amount of damage the healers can stay on top of.

Paladins can frontload a LOT of threat. At level 70 (in decent pre-raid gear) Avenger’s Shield (the primary pulling ability) will generate 2-5k threat on the three targets it hits, followed by 1-2k threat from Judgement of Righteousness. While applying 3,000 to 7,000 threat on the first DPS target before it gets into melee range is remarkable, consider the real trump card on Paladin threat generation: Avenging Wrath ups all damage dealt (and thus all threat) by 30% for 20 seconds, once every 3 minutes.

Paladins are somewhat limited in their “Oh No!” buttons. While Righteous Defense *does* function through a Divine Shield (i.e. the paladin can bubble, then taunt, and the mob will come back and smack at them to no effect), the timing on this is very tricky and only works on mobs that can be taunted. Ardent Defender (always active) cuts all damage recieved in half if the Paladin is below 20% health, but it is sometimes “leapfrogged” by big, slow attacks: an attack that takes them below 20% may be followed up an attack that flat out kills them, even with the damage reduction.

A Tankadin who is not tanking is more or less dead in the water. Paladin tanks have very small mana pools: 5-6k at 70 pre-raid, at best. They rely on mana regained from Spiritual Attunement so that they can focus their gear on mitigation, and as such don’t have much staying power when they aren’t a primary healing target. They miss most of the mana efficiency options from the Holy tree, so their healing is limited. Their best DPS options require taking hits to function, so their damage is laughable (substantially less than a Protection warrior) when they’re not tanking. With a gear swap they can be a support healer (as well as handle buffing and decursing), but they are limited when it comes to changing roles mid-combat.

The single greatest challenge a Paladin will face is their own versatility. A Paladin has more manual control over their pacing during a fight than other tanks, making efficiency very important. They have more things to keep track of, so a lot of multitasking is required (even on single-mob fights). They have a wide range of options that may be required at various stages in the fight, and it’s up to the Paladin to determine when to emphasize threat, mitigation, or efficiency.
 
I would have suggested going prot early. REt is actually only good for the early levels. Prot actually levels faster, simply by AoE mob grinding your way through quests. Prot pallies can (once theyve got Holy Shield) pull like 5 mobs at a time and burn them all down, with little to no downtime.

At 70 and as a tank just remember - your threat inst linked to your physical damage, but rather your holy( ie spell) damage. So don't go buy the warrior sword for tanking, for example, but rather get the caster mace (Merciless Gladiators Gavel) and put +40 spell damage on it rather than Mongoose. In short you want to stack defense, shield block, and spelldamage for threat. Primary stats to look at are stam and int, because you want to be able to take a hit and you want to have a decent mana pool (effectively your 'rage' bar - bigger is better)
 
I would have suggested going prot early. REt is actually only good for the early levels. Prot actually levels faster, simply by AoE mob grinding your way through quests. Prot pallies can (once theyve got Holy Shield) pull like 5 mobs at a time and burn them all down, with little to no downtime.

At 70 and as a tank just remember - your threat inst linked to your physical damage, but rather your holy( ie spell) damage. So don't go buy the warrior sword for tanking, for example, but rather get the caster mace (Merciless Gladiators Gavel) and put +40 spell damage on it rather than Mongoose. In short you want to stack defense, shield block, and spelldamage for threat. Primary stats to look at are stam and int, because you want to be able to take a hit and you want to have a decent mana pool (effectively your 'rage' bar - bigger is better)

Mana is actaully the last stat i look at.
Even with 6k mana , the amount of mana you get back from getting healed (spititual attunement) will make sure you can basically go crazy anyway without going oom.
 
Mana is actaully the last stat i look at.
Even with 6k mana , the amount of mana you get back from getting healed (spititual attunement) will make sure you can basically go crazy anyway without going oom.

Well, it depends though. The better your gear gets, the more problematic your mana becomes.

PS Get used to drinking after every pull and chain mana potting while off-tanking.
 
Well, it depends though. The better your gear gets, the more problematic your mana becomes.

I have found this a problem in SV,SH,slabs,etc wearing greens... I just don't take enough damage... I land up running without holy shield up half the time to try take more damage.
 
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