Which paladin spec is best for tanking




















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Mists of Pandaria. Protection Paladin Tank Guide — Shadowlands 9. Last updated Yesterday at by Panthea 42 comments. Protection Paladin Guide. Protection Paladin Overview 2. Strengths and Weaknesses 3. Leveling as a Protection Paladin. Basics of Protection Paladin Gameplay 6. How to Gear Up as a Protection Paladin 7.

End-Game as a Protection Paladin 8. Improving as a Protection Paladin. Protection Paladin Overview. Strengths and Weaknesses. Strong active mitigation and cooldown kit against predictable incoming damage.

Unique group utility and damage reductions with Blessings and Auras. Good burst capabilities with coolodwns for damage and threat generation. Great emergency cooldowns like Lay on Hands and Divine Shield when things look dire. Unbreakable Spirit : The reason to take this talent is to be able to use Ardent Defender more often and help smooth out your damage intake.

This talent can synergize well with Resolute Defender. You should take this if you don't need Blessing of Spellwarding. Cavalier : This should help you get around faster. Pick this if you want mobility especially in open world content. Blessing of Spellwarding : This talent replaces Blessing of Protection and provides total immunity to magic effects damage and application of debuffs to a target.

It is worth noting that direct spells will be thrown on the next highest aggro target if caster enemies only cast spells, The spellwarded target is considered immune to them. Divine Purpose : Adds a proc to the rotation when you use a Holy Power spender to get another Holy Power spender for free. It can proc off itself leading to some fun chain procs! This is a solid DPS and defensive talent. This should be the default defensive choice on this row in most situations.

Holy Avenger : This is a burst Holy Power talent. It can lead to a lot of healing output if you use it well. It can also be used for burst damage if planned well. For DPS, you should sim it against the other two options. Seraphim : It converts some Holy Power to extra secondary stats. There could be a one off situation where you want to take it but more often than not, it will be worse than the extra self-healing from Divine Purpose.

For DPS, you should sim it as for some covenants and gear setups, it can perform quite well. Hand of the Protector : Allows you take advantage of the missing health bonus on WoG when it's cast on other players. This could be a useful talent in raids if you have Shining Light procs you don't need to use on yourself. Judgment of Light : This is a talent that provides passive healing to your group.

This is much better on single target raid encounters or fights that require priority damage. Take this if you don't have opportunities to off-heal with Hand of the Protector. Sanctified Wrath : It powers up your Avenging Wrath so you have consistent Shield of the Righteous uptime regardless of your gear level. You should take this in situations where you are struggling with uptime or just want more healing.

Righteous Protector : This should be your general default talent in most situations. This talent gives more Avenging Wrath uptime with some cooldown reduction. It could be useful in some situations if you combine it with Holy Avenger for really strong burst damage.

We will go over the strengths of those talents here, but if you want to know how to use those talents in the rotation, follow the link to the Rotation page where we go through the rotation or priority system we follow. Note that this does not include all forms of damage, but rather only abilities that are normally blockable, as well as abilities classified as spells. Holy Shield is great at reducing overall damage intake, but is not something to be relied upon against big nuke damage as you will still have a fairly high chance of not blocking.

It is recommended on most encounters and shines where the threatening damage is either magic damage or blockable non-auto-attacks. Blessed Hammer does very well and is more flexible than Holy Shield for its convenient nature.

It does not have a target restriction, which allows you to still be casting while kiting or moving, which can cause additional Grand Crusader procs to allow you to cast more Avenger's Shield s. This effect also allows Holy Power generation on the move, or in transitions where there may not be a target. The hammers from Blessed Hammer will spiral outwards and can damage and debuff the same target multiple times, depending on the size of the mob and its position, meaning that the uptime per cast on the damage reduction debuff will be high.

First Avenger increases the amount of targets hit by Avenger's Shield. Due to Avenger's Shield being one of the strongest tools for AoE damage, this talent performs well in pure AoE situations, but falls behind quickly against a single target. Crusader's Judgment will allow you to recharge Shield of the Righteous slightly faster with more Judgment casts over time. This is advantageous to increase the Holy Power generation to get higher uptime on Shield of the Righteous.

Overall, Crusader's Judgment is the go-to talent defensively, and the best talent offensively against a single target. Make sure to always use your Judgment stacks so you do not end up wasting any. However, compared to the options in this row, First Avenger does more sustainable AoE damage and Crusader's Judgment does more sustainable single target damage. Moment of Glory benefits from being a cooldown, but with a rather limited use. The choice in this tier is entirely up to you; Fist of Justice vastly reduces the cooldown of Hammer of Justice.

It does, however, suffer from diminishing returns if your group likes randomly stunning constantly, and unless used often, Hammer of Justice by itself might be enough without the lowered cooldown.

It is generally the go-to talent though, since you can just throw it out every 25 seconds or so more often with Crusader's Judgment. Repentance has its uses, in cases where you want to crowd control some important add in a trash pack, or maybe an important add on a boss fight. While a mob is under the effect of Repentance, mobs have a slightly shorter body pull range, but will still pull you into combat should you get too close.

This means that if the add is susceptible to crowd control, it can be interrupted no matter how many other stuns it has already suffered.

Its long cooldown means that using it requires more planning. The first question you need to ask yourself when looking at these talents is if you need Blessing of Protection or Blessing of Spellwarding.

You first have to make sure of what you need the most; both can be used to cheese plenty of mechanics and abilities, especially in raids. If you do not particularly feel you need either, you choose Unbreakable Spirit. Unbreakable Spirit is the go-to talent unless you need to use Blessing of Spellwarding for a dungeon or raid encounter.

The reduction in Ardent Defender will be relevant quite often, but also the reduction of the cooldown of Divine Shield becomes quite relevant should you use the Final Stand talent. Cavalier is a good talent for when extra mobility is prioritized. Blessing of Spellwarding is an amazing tool for both dungeons and raiding or for any situation that involves magic damage, giving you a magic-damage immunity. Aside from being immune to magic damage, it also prevents the application of numerous magic debuffs, but does not remove them; this allows you to perform creative fight strategies.

Note that unlike Blessing of Protection , the bosses will still target you while it is active. That said, they may choose to ignore you with a targeted spell if Spellwarding is active. Divine Purpose adds to the smoothness of your damage intake by spreading out your Holy Power gains over the course of the fight rather than all at the same time. A free Word of Glory also has a chance to trigger this proc, making you able to fish for more Shield of the Righteous uptime should you wish.

Holy Avenger is a strong cooldown that triples all Holy Power generation while it is up. However, since Shield of the Righteous' duration only stacks three times, you will undoubtedly waste some uptime to be able to spend all the Holy Power you get when this is active. Seraphim does not provide much survivability, since despite its bonuses, it consumes Holy Power from Shield of the Righteous , making it expensive to cast. With the downtime in dungeons, Seraphim will always have a high effective uptime on packs when and where it matters, since you can choose to save it to start the next pull with.

While it should not be compared with your other cooldowns against high damage intake, all the secondary stats it provides will most definitely increase your survivability for its duration. Hand of the Protector is not a very useful talent these days, as an untalented Word of Glory can already be used to heal players other than yourself. This talent makes that heal a little bit stronger, but you can already effectively do what this talent lets you do.

Consecrated Ground makes it easier to stand inside Consecration if you are moving around a bit, as you want to make sure you are standing within it. The default raiding choice in this tier should be Judgment of Light , since it is easy to use and provides a steady amount of passive raid healing. The healing itself is not high, but it can still make a difference and it is generally a strong choice compared to the other talents in this tier.

Sanctified Wrath , when paired with Crusader's Judgment , makes this talent a strong choice. However, the additional gain in Holy Power generation is only necessary when you are struggling to keep Shield of the Righteous active low gear level or require extra healing from additional Word of Glory casts. Righteous Protector will generally be your go-to talent as it gives quite the cooldown reduction to both Avenging Wrath as well as Guardian of Ancient Kings.

This talent can bring Avenging Wrath down to a 1-minute cooldown and Guardian of Ancient Kings to a 3. This talent is further synergised with the Royal Decree Conduit where you will have more cooldown reduction on Guardian of Ancient Kings and gain a free cast of Word of Glory. If you need another strong defensive cooldown, Final Stand is a great choice. It is an extremely powerful tanking cooldown, since it actively makes you immune to all damage for its duration.

Final Stand can be extremely useful in dungeons, due to being able to make some complicated pulls a lot less threatening. In raids, however, there are some bosses where you might want to use Divine Shield to remove a debuff, or soak a mechanic or ability; the boss will still target you for 3 seconds during Divine Shield after you use Hand of Reckoning and you would not need to run Final Stand.

Opting into War Mode makes you eligible for open-world PvP, but also grants you the following benefits:. With the benefits of enabling War Mode for leveling and PvE content, it is recommended that you enable the feature to maximize your leveling and rewards at maximum level. However, you will make yourself eligible for open-world PvP, and the possibility of being "ganked" while leveling or doing World Quests exists. This list is going to be assuming you care little about actual PvP combat, and focuses rather on optimal talents for outdoor PvE such as World Questing and Leveling.

Shield of Virtue most importantly makes Avenger's Shield silence players, as it does not do it normally, but it will silence targets around it as well and has very limited use. Most other talents are either very weak or benefit players around you instead and are very limited in use.

This guide has been written by Panthea, who raids in Catalyst and is the author of TankNotes. You can follow him on Twitter. Sign In Remember me Not recommended on shared computers.

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