For reference, I'm the raiding tankadin of my guild but am not the main tank. We generally try to use the best tank for the job, instead of simply chosing the warrior (GM) as the sole main tank. We just recently got enough people attuned for MH, and have only entered BT as a group of 14 to try for epic trash drops.
List your primary talent tree(s), i.e. Holy/Disc.
Protection (0/48/13)
List the content you're primarily pursuing or most enjoy, i.e. Raiding, PvP, Solo, etc...
Raiding
Provide a brief description of the areas you feel are most in need of improvement (you may list a maximum of three issues and each issue should be described in one or two sentences).
Itemization: This has been said so many times, but it needs to be: We get our threat from Holy Damage, and we don't heal while tanking, and we can't do any other spell except holy. Please replace our +Damage and Healing with +Holy Damage and then use the free item points for the many other stats that we need, threat related or otherwise.
Boss Mechanics: It is perfectly fine that some bosses are easier to tank with one class versus the other two, but don't make bosses such that one class, given the expected gear level, can't tank it. Specifically, don't require a shield (Kael'thas), spell reflect (Reliquary of Souls), etc., each class should be ABLE to do the job even if they aren't ideal for it.
Spell Interrupt: Protection paladins, alliance especially, simply need a Spell Interrupt ability that is usable against bosses on a somewhat frequent basis. It is a very noticable absence in many fights.
List up to five specific spells/abilities/talents you feel most need change, redesign or improvement in the order you feel each is most in need of attention. (MOST to LESS)
Improved Holy Shield - Take it off the global cooldown, and reduce it's cooldown by 1 second per talent point. Reasoning: Our complicated cooldown/global cooldown management makes it such that we often have to stop our threat rotation to ensure that we can cast Holy Shield as soon as it's available. This can cause two things, lower threat output, or lapses in the ability.
Spiritual Attunement - Two things, could be a upgrades that require talent points to obtain but should be a single talent: 1. Though mana is rarely such a severe problem when actively tanking, we need a way to generate signficant amounts of mana for offtanking (and dpsing) purposes, especially on taunt immune bosses/mobs. We need to be able to maintain second on threat for extended periods of time which is currently impossible once our mana is gone and the potion cooldown is still active.
2. Award avoided damage rather than penalize it. For example - grant X mana per dodge or parry, X/2 mana per block. X would need to be enough such that we could continue our threat rotation even with a string of avoided damage. Currently we simply don't get mana back if the heals don't count.
Improved Divine Shield - Reduces its effectiveness, making us take 1 damage per hit but allow mobs to continue attacking us when we use it. This would allow us to use the ability we invested talents points to get.
Seal of Vengeance/Blood - There is currently too much disparity between alliance and horde paladins making them much less than a flavor difference with slight benefits. The names can change, but each side needs both. Vengeance needs to be more reliable such that it can be used while tanking. It should also scale better.
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