In this article, we list the buffs, debuffs and useful abilities
that a Protection Paladin brings to a raid in WoW 4.3. We also list
equivalent buffs and debuffs that other classes provide.
The other articles of our Protection Paladin guide can be accessed
from the table of contents on the left.
Blessing of Kings |
+5% to Strength, Agility, Stamina and Intellect, and +65 magic resistance
— does not stack with Mark of the Wild and
Embrace of the Shale Spider
|
Blessing of Might |
|
Concentration Aura |
Reduces the casting pushback suffered by raid members by 35% —
overwrites Totem of Tranquil Mind |
Crusader Aura |
Increases mounted speed by 20% for all raid members |
Devotion Aura |
Increases armor of all raid members within 40 yard
range of the Paladin by 4075 —
does not stack with Stoneskin Totem |
Resistance Aura |
|
Retribution Aura |
Returns 121 holy damage to anyone attacking a
raid or party member affected by this aura. |
Vindication |
10% Physical Damage done reduction — does not stack with
Scarlet Fever, Demoralizing Roar,
Demoralizing Roar, Demoralizing Screech,
Demoralizing Shout, and Curse of Weakness
|
Judgements of the Just |
20% Attack Speed reduction — does not stack with
Frost Fever, Infected Wounds, Dust Cloud,
Tailspin, Waylay, Earth Shock, and
Thunder Clap
|
Hand of Freedom |
Grants immunity to any movement impairing effects for its 6 second duration on the
target. This spell has the lowest PvE utility, but can still be very useful
on certain fights that involve raid members being slowed or rooted |
Hand of Protection |
Lesser version of Divine Shield. It can be cast on any raid member, granting
complete immunity from any physical damage for 10 seconds. During this time,
the targeted player cannot attack or use any physical abilities, but can
continue to move, heal and cast damaging spells. This is a useful ability
to save raid members who are being or about to be attacked by the boss or
any adds, and is especially useful on casters and healers because it allows
them to continue what they were doing totally unhindered. It has the benefit
of clearing any physical debuffs on the target, which makes it viable to be
used on tanks in order to clear their debuffs and circumvent certain fight
mechanics. Beware, however, that for its duration, this ability removes the
threat of the current target, meaning that if used on a tank, the boss will
simply start to attack the second threat target. |
Hand of Sacrifice |
This ability is a very
useful damage mitigation tool, especially with the current homogenisation of
health pools. It transfers 30% of the damage taken by the target to yourself,
up to a maximum of 100% of your health. It serves to lessen large blows to
either tanks or raid members targeted by various boss abilities. |
Hand of Salvation |
Reduces the total threat of the targeted raid member by 20% over 10 seconds. This is
extremely useful on classes which have no ways to reduce or drop their threat,
such as warriors or balance druids. Since it is percentage based, it is
advised to use it later rather than sooner, for greater effect. |
Divine Guardian |
Raid-wide cooldown that reduces all damage taken by 20% for 6 seconds,
with a 3 minute cooldown |
Rebuke |
A melee range interrupt on a 10 second cooldown, off the global cooldown |
Holy Wrath |
AoE stun on 15 second cooldown against Undead and Demons (also stuns
Dragonkin and Elementals if you use Glyph of Holy Wrath) |
Hammer of Justice |
Single target 6 second stun on a one minute cooldown |
Hand of Reckoning Righteous Defense |
Two taunts on separate cooldowns |
Cleanse |
Removes one poison and one disease effect
|
Avenger's Shield |
Multiple target daze effect, if Glyph of Dazing Shield is taken. The
daze effect will only affect a single target, if
Glyph of Focused Shield is also taken (this causes Avenger's Shield to hit a
single target). |
Ardent Defender |
Allows you to survive a killing blow
|
Divine Shield |
Complete invulnerability for 8 seconds
|
Divine Protection |
Reduces all damage taken by 20% for 10 seconds (with
Glyph of Divine Protection, it does not reduce physical damage, but instead
reduces magic damage by 40%). |