Paladin Tanking: The Protection Side of the Light
Contents:
- Basic Talent Specialization
- The Core Abilities
- The Supporting Abilities
- Glyph Choices
- Putting it all Together
Disclaimer: Not all options are covered, as there are numerous ways to customize your talent and glyph choices playing a Protection Paladin. This guide is geared toward the choices I made and why I chose those options.
1. Basic Talent Specialization.

Wowhead Link to Build
The build linked above should not, by any means, be viewed as the only way to spec a Paladin for tanking. The build does, however, have all of the talents that should be taken to increase survivability, leaving fourteen talent points left to place wherever one chooses. For an in-depth review of practically everything one would want to know about Paladin tanking I suggest taking a look at this thread over at Elitist Jerks. If you’re interested in just a quick, basic guide that gets you started and then figuring out the rest as you go read on here:
2. The Core Abilities.
- Avenger’s Shield
26% of base mana, 30 yd range, Instant cast, 30 sec cooldown, Requires Shields
Hurls a holy shield at the enemy, dealing [1100 + 0.07 * SPH + 0.07 * AP] to [1344 + 0.07 * SPH + 0.07 * AP] Holy damage, Dazing them and then jumping to additional nearby enemies. Affects 3 total targets. Lasts 10 sec. - Consecration
22% of base mana, Instant cast, 8 sec cooldown
Consecrates the land beneath the Paladin, doing [8 * (113 + 0.04 * SPH + 0.04 * AP)] Holy damage over 8 sec to enemies who enter the area. - Hammer of the Righteous
6% of base mana, Melee Range, Instant cast, 6 sec cooldown, Requires One-Handed Melee Weapon
Hammer the current target and up to 2 additional nearby targets, causing 4 times your main hand damage per second as Holy damage. - Holy Shield
10% of base mana, Instant cast, 8 sec cooldown, Requires Shields
Increases chance to block by 30% for 10 sec and deals 274 Holy damage for each attack blocked while active. Each block expends a charge. 8 charges. - Shield of Righteousness
6% of base mana, Melee Range, Instant cast, 6 sec cooldown, Requires Shields
Slam the target with your shield, causing Holy damage based on your block value plus an additional 520.
3. The Supporting Abilities.
- Devotion Aura
Instant
Gives 1205 additional armor to party and raid members within 40 yards. Players may only have one Aura on them per Paladin at any one time. - Divine Plea
Instant, 1 min cooldown
You gain 25% of your total mana over 15 sec, but the amount healed by your Flash of Light, Holy Light, and Holy Shock spells is reduced by 50%. - Hand of Reckoning
3% of base mana, 30 yd range, Instant cast, 8 sec cooldown
Taunts the target to attack you. If the target is not currently targeting you, causes [1 + 0.5 * AP] Holy damage. - Righteous Defense
40 yd range, Instant, 8 sec cooldown
Come to the defense of a friendly target, commanding up to 3 enemies attacking the target to attack the Paladin instead. - Righteous Fury
24% of base mana, Instant cast
Increases the threat generated by your Holy spells by 80%. Lasts until cancelled. - Seal of Corruption
14% of base mana, Instant cast
Fills the Paladin with holy power, causing attacks to apply Blood Corruption, which deals [(0.013 * SPH + 0.025 * AP) * 6] additional Holy damage over 15 sec. Once stacked to 5 times, each of the Paladins attacks also deals 33% weapon damage as additional Holy damage. Blood Corruption can stack up to 5 times. Only one Seal can be active on the Paladin at any one time. Lasts 30 min.Unleashing this Seal’s energy will deal [1 + 0.22 * SPH + 0.14 * AP] Holy damage to an enemy, increased by 10% for each application of Blood Corruption on the target.
4. Glyph Choices.
- Glyph of Divine Plea
Major Glyph, Classes: Paladin, Requires Level 71, Item Level 45
Use: While Divine Plea is active, you take 3% reduced damage from all sources. - Glyph of Hammer of the Righteous
Major Glyph, Classes: Paladin, Requires Level 60, Item Level 45
Use: Your Hammer of the Righteous hits 1 additional target. - Glyph of Seal of Vengeance
Major Glyph, Classes: Paladin, Requires Level 50, Item Level 55
Use: Your Seal of Vengeance or Seal of Corruption also grants 10 expertise while active.
5. Putting it all Together.
Tanking as a paladin can seem quite overwhelming at first with all of the spells and abilities available, but the basic things to remember are actually rather simple. Make sure Righteous Defense is active (without it you will probably not be able to keep enough threat on your targets). Generally speaking, you’ll want to pull with Avenger’s Shield and have Consecration ready as soon as your target/targets are within range. This should be a good start and allow you to hold onto your targets well, but following up with Hammer of the Righteous is a good idea to gain a little more threat on more than one target.
So far that gives us: Avenger’s Shield -> Consecration -> Hammer of the Righteous.
From this point things are generally fairly simple. Most mobs can be controlled easily enough from this point by simply using your other abilities by timing the cooldowns to weave them into a rotation. The typical rotation you’ll most likely encounter ends up being something like this:
Shield of Righteousness -> Holy Shield -> Hammer of the Righteous -> Consecration -> Shield of the Righteous -> Judgement …
Don’t fret about getting the rotation down perfectly. Your main concern should be on getting the initial burst of threat on your target/targets and maintaining the threat on the primary target. There are certainly a number of utility spells that will aid in encounters as you ind appropriate uses and understand where they are best used. This guide is not intended to do more than provide a basic overview of how to go about starting your journey upon paladin tanking, not to be an all-inclusive guide that would, naturally, span a much longer post than this one already is. With the information presented here you should have a good starting point to be able to control basic encounters as you learn more about the spells and abilities at your disposal.





This is probably going to come across as more confrontational than I mean it to, but just bear with me please
1) Judgements of the Just — Must have spell for any tanking class unless you are expecting another tanking class to keep up this debuff for you (and I never suggest you rely on other raiders to provide your own basic buffs)
2) Divinity — Especially partial divinity is just a waste. Unless you are solely a main tank, I would definitely consider D. Sac as a much more lucrative alternative to your raid team.
3) Spiritual Attunement — For a new paladin tank, I may suggest 2/2, but for a seasoned tank, 1/2 is more than sufficient in all instances (if you’re outgearing the content that badly, stop spam dropping consecrate and/or take off your pants
)
4) Improved Judgements — 1 point in improved judgements is required to properly execute a 969 rotation. Many tanks take 2/2 in order to benefit from increased judgement goodness when soloing or add-tanking; however, that is purely a jpersonal preference.
I also highly encourage paladins interested in tanking to start at http://maintankadin.failsafedesign.com/index.php. There is a host of beginner’s and advanced guides looking at talents, spells, and gear that would keep anyone more than entertained
Windsoar´s last blog ..Attracting Bees: Keeping Your Raid Team
And excuse my double comment — I would definitely suggest hand of salvation as a major glyph over glyph of righteousness — yes, salving yourself can actually save your raid ^^
Windsoar´s last blog ..Attracting Bees: Keeping Your Raid Team
Not taken as confrontational at all, when you write publicly you expect (and want) opinions
1) Judgements of the Just – I actually do not consider that one a must have. Perhaps it may be due to having run for so long with two feral druid tanks and not having the debuff in the first place, but when you really get down to it there should not be any debuff in the game that is looked at as “must-have.” I’ll have to explore the math behind it and see exactly how much of a difference it makes, but in practice I don’t see it being enough of an issue to worry about.
2) Divinity – Anything you can do to help your healers is never a waste
Divine Sacrifice may or may not be a good choice. If you have that many people taking significant damage where it would make a huge difference in making it through the encounter then using Divine Shield is probably going to redirect more damage to you than your healers are prepared to handle. I’ll take points in Divinity instead any day.
3) Spiritual Attunement – Well, this is geared toward the newer Paladin tanks
In all seriousness, I find it immensely helpful, especially having DPS greatly outgear me (well, not so much anymore, but they did) and I needed to do everything I could to make sure I held threat. I’ll leave SA talented either way though, since no mana = really bad times, and I’d rather ensure I don’t run out of mana no matter what than to find myself in a situation where I’m hoping I have enough to keep threat on a target. I do tweak my builds a lot though, so it wouldn’t be surprising for me to end up dropping one point later on if I find another talent more useful.
4) Improved Judgements – I agree (I actually take two points in improved judgements) but I also do not consider it a necessity. While it would mean not pulling off a flawless execution of the 969 rotation, it also would not be the end of the world if someone didn’t take it (unless they were really having threat issues, but even then simply pausing slightly between each ability would allow the rotation to be maintained, and with latency issues lately I know I wouldn’t notice a difference).
In looking at glyphs I still would recommend the set in the post over other options. Some of them are more a matter of preference, certainly, but I like having the extra target hit by using the Hammer of the Righteous glyph, and with the Glyph of Vengeance I can stack more Stamina or Defense instead of using enchants or gems for expertise.
I definitely consider the Glyph of Divine Plea a standard glyph, though I’m sure someone could do fine without it.