Utolsó módosítás programmer, ekkor: 2014.06.26.
In this article, we list your Protection Paladin (WoW 4.3) core abilities and how they should
be used together (rotation). We also explain when to use your various
cooldowns. Then, we go deeper and present all the subtleties that playing
a Protection Paladin will face you with.
The other articles of our Protection Paladin guide can be accessed
from the table of contents on the left.
1. Righteous Fury↑top
Always have
Righteous Fury active while tanking. You must only activate
it once, and it will remain active until you disable it.
2. Single Target Rotation↑top
Your single target rotation revolves around generating and spending your
Holy Power. Note that this rotation is merely aimed at maximising your threat
generation (and DPS), and it does not take survivability into account. There is
nothing you can do or must do, as a Protection Paladin, to improve your
survival during an encounter, outside of using your defensive cooldowns (see
below). The single target rotation is based on a priority system that can best
be summarised as:
- Cast
Shield of the Righteous (with 3 charges of Holy Power).
- Cast
Crusader Strike (on cooldown, to generate Holy Power).
- Cast
Avenger's Shield.
- Cast
Hammer of Wrath (only available if the target is below 20%
health).
- Cast
Judgement.
- Cast
Consecration (if your mana allows).
- Cast
Holy Wrath (if your mana allows).
3. Multiple Target Rotation↑top
The multiple target or AoE rotation is based on the following priority
system:
- Apply and refresh
Inquisition (with 3 charges of Holy Power).
- Cast
Hammer of the Righteous (on cooldown, to generate Holy Power).
- Cast
Avenger's Shield.
- Cast
Consecration.
- Cast
Holy Wrath.
- Cast
Judgement.
4. Taunting↑top
Hand of Reckoning is your main taunting ability. It only works on a single
target and has an 8-second cooldown.
Righteous Defense is a 3-target taunt that taunts 3 enemies that are
attacking the friendly party or raid member that you cast it on. It also has an
8 second cooldown.
You should use
Seal of Truth for most of the time you are tanking.
You can use
Seal of Insight if threat is not an issue and you wish to
benefit from the minor self healing that it provides.
6. Survival Cooldowns↑top
As a Protection Paladin, you have a number of defensive cooldowns and
other abilities that help you better survive damage spikes or recover
from them. You should use them in the ways recommended by us in this
section.
6.1. Damage Reduction Cooldowns
6.1.1. Holy Shield
Holy Shield increases the amount of damage that you block by 20% for
10 seconds, on a 30 second cooldown. You should use this ability mostly on
cooldown, but you can and should delay it slightly in order to mitigate a high
damage spike.
Keep in mind that Holy Shield only serves to reduce physical damage.
6.1.2. Guardian of Ancient Kings
Guardian of Ancient Kings provides you with a 50% damage reduction for
12 seconds, on a 3 minute cooldown. It is an excellent defensive cooldown. You
should use this whenever you anticipate that one of these two situations will
occur:
- You will take a large amount of damage (generally due to a boss
ability).
- You will not receive very much healing (because your healers are
dead, disconnected or incapacitated by a boss ability).
6.1.3. Ardent Defender
Ardent Defender is another powerful defensive ability, with a 3 minute
cooldown and 10 second duration. It provides the following two benefits:
- It reduces all damage taken by 20%.
- It causes the first attack that would normally bring you to 0 health to
not kill you and instead heal you for 15% of your maximum health. If this
happens, the buff is consumed and you no longer benefit from the damage
reduction.
Ardent Defender is best used in the same way as Guardian of Ancient Kings
(before you anticipate a high damage spike or lack of healing), but it
can also be used to help you bypass mechanics that would otherwise kill
you.
6.1.4. Divine Protection
Divine Protection provides you with 20% physical damage and 20% magic
damage reduction, on a 1 minute cooldown. If you use
Glyph of Divine Protection (see talents and glyphs page for details), it
only reduces magic damage by 40%.
Like the previous two cooldowns, Divine Protection is best used in
anticipation of high damage.
6.1.5. Divine Guardian
Divine Guardian is a raid cooldown that reduces all damage taken by
all raid members by 20% for 6 seconds, on a 3 minute cooldown.
This ability should be used when the raid is about to take a large amount of
damage. It is advised to ask your raid leader when to use this ability.
Note that this does not provide you with any damage reduction, so it cannot
be used to mitigate any damage you yourself take.
6.2. Self-healing Cooldowns
6.2.1. Word of Glory
Word of Glory is a self heal that costs Holy Power and has a 20
second cooldown. Normally, you should use your Holy Power to cast your
threat abilities, as mentioned in the priorities above. However, if you are
taking high damage or simply feel that more healing on you is necessary (and
losing aggro is not a risk), then you can use Word of Glory to heal
yourself.
If you find yourself making extensive use of Word of Glory, then you should
consider both the
Eternal Glory talent and the Glyph of Word of Glory
glyph (see the talents and glyphs page for more details).
6.2.2. Lay on Hands
Lay on Hands is essentially a massive heal with a very long cooldown.
It will heal you for your maximum health, with a 10 minute cooldown (7 minutes
if you are using Glyph of Lay on Hands).
This is very useful to cast either on yourself or on other raid members to
save them from dying. Keep in mind that it causes the
Forbearance debuff
(and it cannot be cast if you have the Forbearance debuff on you).
6.3. Threat and Utility Cooldowns
6.3.1. Avenging Wrath
Avenging Wrath provides you with a 20% increase to your damage and
healing done for 20 seconds, on a 2 minute cooldown.
It can be used either to improve your threat generation (especially during
the pull) or to buff your healing from
Word of Glory. This second use is
not very viable, since it will only improve a single cast of Word of Glory.
6.3.2. Divine Plea
Divine Plea regenerates some of your mana over a 9 second period and
instantly provides you with 3 charges of Holy Power. This ability is very
useful in the following two situations:
- At the pull, in order to allow you to generate more threat quickly.
- During the fight, when you are in urgent need to cast
Word of Glory
on yourself.
7. Optional Read: Mastering Your Protection Paladin↑top
While the information we gave in the previous section will yield very good
results, there are a few things you should be aware of, in order to play
your Protection Paladin to its full potential.
7.1. Vengeance
Vengeance is a passive ability that you receive for choosing
the Protection specialisation. Essentially, it increases your attack power
for 5% of the damage you receive, up to a maximum of 10% of your maximum
health. It is an essential mechanic in allowing you to maintain aggro of
mobs.
7.2. Your Single Target Rotation in Detail
Based on the priority listed above, your rotation will most likely look like
this:
Crusader Strike has a 3 second cooldown and it is your primary means of
Holy Power generation. As a result, you will mostly use it every other global
cooldown. The only exception to using
Crusader Strike when it is available
is if you have 3 charges of Holy Power, in which case you should consume them
first (usually by casting
Shield of the Righteous).
Your filler spells will be the spells from the priority list, in
descending order. It is not possible to establish a clear succession of
abilities, due to the randomness introduced by procs from
Grand Crusader.
7.2.1. Grand Crusader Procs
Thanks to the
Grand Crusader talent, your
Crusader Strike
(and
Hammer of the Righteous, in your AoE rotation) has a 20% chance to
reset the cooldown of your
Avenger's Shield and cause it to generate a
charge of Holy Power if used within 6 seconds.
7.2.2. Consecration
Consecration is worth using, even on a single target, in terms of DPS
and threat. It is important to keep two things in mind, however:
- It costs a very high amount of mana to use, so make sure you keep an eye
on your mana pool.
- It is only worth using if the boss will be in the affected area for the
entire duration.
7.3. Multiple Target Rotation in Detail
The multiple target rotation, based on the priority above, is rather
simple to execute and does not warrant in-depth analysis. However, there are
two things we would like to briefly explain:
Inquisition and
Crusader Strike vs.
Hammer of the Righteous.
7.3.1. Inquisition
Inquisition is a self buff that increases your Holy damage by 30%.
It costs Holy Power to cast, and it lasts 4 seconds for each charge of Holy
Power used.
While AoE tanking, maintaining 100% Inquisition uptime is crucial for your
threat generation and DPS. It is your top priority.
7.3.2. Crusader Strike vs. Hammer of the Righteous
Crusader Strike and
Hammer of the Righteous are your Holy Power
generating abilities, and they share a cooldown. Normally, you will want to
use Hammer of the Righteous, since it hits more than one target. However, if
the AoE situation is one in which your raid is focusing on one target while
cleaving/spreading DoTs to the other targets, you can switch to using Crusader
Strike on the target that requires the most attention.
7.4. How to Pull
Because the first few seconds are the most crucial part of the fight for
tanks, in most cases (this is when threat generation is weakest and there is a
likelihood of someone else taking aggro), we suggest that you use one or more
of the following techniques to pull: