Talent optionsUlduar & 3.1 brings major changes to the talent options for Paladins. The Holy tree was always slim - about 51-53 points got you all your PvE healing & utility talents, this remains the case in 3.1. This lightweight design has now been extended to both Retribution and Protection - both trees are "complete" with ~53 points invested.
In Protection, this was achieved via the deletion of Kings (now baseline) and the conversion of most of the very deep prot talents from 5/5 to 3/3, without reducing their overall effectiveness. Basically, 53 points gets you what you had to spend 60 points on before. Similar changes were made to the Ret tree - instead of needing 61 in ret to complete their PvE setup, it is more like 53.
The changes to Ret/Holy do impact how to build your tank tree.
Throughout this section of the guide I'm indebted to PsiVen's original TPS work, but I'm currently using
Theck's MATLAB thread for TPS comparisons.
Cookie cutter build designStep 1: Don't dieWe're a tank. Our primary job is to live. Thus, you take all primary mitigation talents. Then, you take the basic TPS and rotation talents required to be able to tank (eg: 1/2 Imp Judge so you can do 969).
Basic tanking talentsUnpossible talent build, of course. We need to put 3 more talent points into Tier 1-5
Justifications so far:•
1/2 Spiritual Atunement?See post 8 on how not to go OOM. Short version is that 2/2 is radical overkill, based on current theory-craft of mana use vs return. Certainly for boss fights, 1/2 is plenty, trash you just need to be careful with maintaining high DP uptime and low use of Consecrate.
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3/3 One Hand SpecialisationWe also take 1HS, as it is our best TPS talent by roughly double, and we have to take something to reach the bottom half of the tree - all sensible tanking specs will have 1HS.
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3/3 Touched by the Light Second best TPS talent after 1HS. Nothing to collect that gives more DPS/TPS. Also has a little utility when soloing in ret gear and you have to heal yourself.
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3/3 Ardent DefenderAD was already decent when it was 5 points. At 3 points it's actually very good value - ~2% mitigation for 3 points looks bad until you remember it is kicking in on damage that would otherwise kill you. There's an "AD ROX" rant at the end of this post.
Step 2: Fill to 53 points in ProtWe need to put 3 points in Tiers 1-5 somewhere. What are our options?
Good Choices•
Divine Sacrifice Nerfed in absorption terms quite badly from infinite to 150% of health. But buffed in that the CD was unlinked from bubble, so you can pop it more flexibly (so long as you can live...)
I was a fan of the 3.0 version, and used it pretty much every Sapphiron & Malygos kill, even when I was tanking those bosses. I'll probably take the 3.1 version as well. Worst case, you can steal some damage from the other tanks during trash to regen some mana, best case it's a handy raid-wide CD during an AE phase, or an external CD for Sarth3D Mark2.
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Divine Guardian Well... it's
OK. Tiny buff to DS. Tiny buff to Sacred Shield amount (Holy Paladin version still better, even unimproved). Big buff to SS duration, so at least you're only wasting GCDs once a minute instead of twice.
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Imp HoJ Base CD is a minute. We take that down to 20 sec due to JotJ in Tier-10. So if you get Imp Hoj, you have a 20 sec CD stun. Still too slow for NukingBossWhoNeedsToBeInteruptedOrHeNukesYourFaceOff, but pretty nice for trash, and hand for covering boss interrupts if your rogue stood in FIARITBURNZ!
"Meh" (at best) Choices•
Divinity This talent is bad for Holy, let alone Prot. If you're over-healed (the norm), it has zero impact. Skip it. We already have a +6% healing received aura that the other tanks don't need, adding in another 5% isn't going to help.
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Reckoning WoW 2.4 rang and wants it's SoR tanking talent back. It is our worst TPS talent option. The
only thing it has going for it is that it is
right there. However, as we'll see later, we end up being able to pick up some much better TPS talents, which puts our TPS well beyond what's required to hold aggro. Skip it and grab some utility.
Bad Choices•
Stoicism / Guardian's Favour I'm ignoring these right off the bat. Next to nothing in PvE will dispel, and you don't much care if your stuff is dispelled anyway. Very few things stun. Buffing your Hand spells is also pretty useless for PvE. These two talents are for PvP.
Step 3: A dozen points left... now what?OK, you've stuck you 3 points in the start of prot in your choice. You have the 5% parry and 1/2 Imp Judge for 969.
Where do you put your last 12 points?Choices:• There's no full-time mitigation talents.
• The only accessible "tanking CD" talent is Improved Lay On Hands.
• Compelling utility talents are thin on the ground.
• There are DPS/TPS talents in Ret, or SotP in Holy.
What to do?First: Consider what Holy and Ret are doing.
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Holy: Still have a pretty much bog-standard cookie-cutter build. Their biggest "choice" in 3.0 was "
Do I take Kings?[i]". That's gone. In addition, their "[i]Do I bother with judge?" choice got easier, as it got buffed quite a bit. Thus, basically every PvE Holy paladin ends up as a minor variant on
50+3/0/18 Last 3 points go in some mix of Imp Concentration Aura and Imp BoWis, I suppose. Picking up Imp LoH means they can't max both Concentration and BoW, which is a tiny problem.
Thus: Holy paladins will be judging wisdom from 30 yards, which will put up HotC 3%, and they have Imp LoH.
•
Ret: Basic Ret spec with all PvE DPS is
0/5/53. They have 3/3 HotC. 13 points left, not much to spend them on. 13 points in Holy for some off-healing and Aura Mastery / Imp LoH is one option, second is
0/18/53 = I-tank-trash-specced-ret-spec seems like an option. Sword+Board, tanking libram, DPSTank a caster or something, then pull your 2H back out once your target is dead.
Thus: Ret paladins will be judging light, which will put up HotC 3%, and they can have Imp LoH if they want.
Second: Rank TPS Options: Crusade > Conviction ~= SotP
Any build with Crusade is the highest possible damage build (thanks Theck). SotP and Conviction are basically equal. SotP starts out better, but Conviction scales a little better as its a % multiplier (just a bad one). Cross-over point is pretty much "
Full 25-man Naxx or Ulduar-10 epics". So if you farmed Naxx-25, Conviction is already even with SotP, and will pull ahead once you start wearing Ulduar-25 gear. In a 10-man guild, Conviction wins once you have a lot of Ulduar-10 gear. Additionally, you have the points to reach Crusade now, without gimping survivability.
So basically: Conviction + Crusade (maybe with a side-order of PoJ) vs SotP + Imp LoH.
It is worth noting that Imp LoH is a powerful CD - over 20% physical mitigation. 11 min CD is painful, but vs big hits, it is almost as good as Shield Wall.
If you have a reliable Holy Paladin with Imp LoH (or a Ret who swings that way) the choice vanishes.
Spec Crusade.If you want the CD? Spec 12/53/6 - Imp LoH is good.
Step 4: Ret filler in Tier 1 & 2Bad choices are all bad.
Pursuit of Justice is lovely, but is in Tier-3, competing with Conviction. Take it if you like running fast more that hurting things.
• HotC is covered by Ret
and Holy. OK if every other Paladin is judging something else, I suppose.
• 2/2 Imp Judge is OK for trash, doesn't help for bosses. Still, it's a useful point, and we're having trouble finding any.
• Imp Might is OK as well: Ret may skip it to be able to get PoJ + Aura Mastery + Imp LoH. Holy probably has it.
• Benediction is still "nigh" useless... but a tiny bit of useful is still something.
Look, just grab 2/2 Imp Judge, and stick the last 3 points any damn place, it doesn't matter.
Ardent Defender Rant
This rant dates to early 3.0, but is still applicable any time you're tanking hard stuff.AD isn't very amenable to theory-craft. Too many people assume that it will never go off because they don't notice going below 35% health (or assume they never do because they don't die "much"). The exception is when Bubble-wall is up: AD + Bubblewall + Holy Shield is obviously extremely powerful. Makes you nigh-invulnerable for 12 seconds (you're blocking about 5k effective per hit, then taking two-thirds off the result).
So AD being good tends to be backed up via anecdotes, or Tankadin2 data. I'll give you my best anecdote:
I'm in a moderately hard-core guild. We have completed Sarth+3 both 10 & 25-man - 10-man on 4th Jan, 25-man a day or so later. We cleared everything but Sarth-hard-mode by the first week of December. So I'm a "decent" tank and I have a pretty decent healing team (our second Sarth+3 [25] kill was done with only 6 healers, two of whom were DPS re-specs in shitty off-spec healing gear).
For our first Sapphiron-25 kill, which I MT'd in blues + 2 crafted epics + Sunwell gear, AD saved me from dying 4 times, and mitigated over 2% of total damage. And we one-shot it. Without AD, we would have wiped, probably several times, even though the raid was in full Frost resist gear (I had on just the belt, which was better than my Lightbinger belt). We've had another
just barely achieved boss-kill where AD saved me 5+ times and mitigated over 5% of damage taken. My guild managed a US 50th or thereabouts Sarth+10 kill, and I still need AD. There are a couple of posters here in even better guilds, they also still take AD. Even the most hard-core tankadin on the board I can think of (Ossuary) has AD when tanking progression. Skip it once you're healers are better than his. Given he's in one of the Top-20 guilds, worldwide... good luck with that.
OK, found what is probably the most advanced tankadin, worldwide:
Tzikas. He takes AD for progression, he's in the #2 guild. Ensidia don't have a prot pally I can find.
The harder the content you're doing, or the faster you're pushing progression, the better AD becomes. In the opinion of most of the hardcore tanks who post a lot on this forum, AD is somewhere between "
pretty good" and "
Excellent" (
at 5 points cost)
The best advice I can give is to install the Tankadin add-on, and make sure you're tracking AD saves. It is worth noting that Tankadin underestimates how many times you got saved fairly substantially, as it does not track multiple hits - only the last one. So it doesn't always notice a string of small hits that would have killed you.
Winchester said it very well:
What people forget is that AD mitigates the 2% of damage that would have killed you