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Home › The Downfall Handbook › Downfall Class Guides › Tankadin in Wrath - 3.1

Tankadin in Wrath - 3.1 - Armaments

Fjork's picture

Fjork — Fri, 11/21/2008 - 15:50

 rying to align this version a little better to Saedo’s style as his legibility is much greater than my articles. 

 
I’ll be attempting to update each article to be PTR Tankadin Build 9704 equal. If the PTR has moved on from 9704, and there are further protection changes, they aren’t in here. I will update each as the new changes come out. I’ve removed a lot of information that was not only redundant, but confusing. 
 
I also removed the ‘Gearing Out the Righteous Defender, and Glyphing Out the Righteous Defender book-pages for revision and rewriting. Each is outdated, but also takes like five minutes to load on my T1 connection at work. Look for the pages to be reposted soon!
 
 
Armaments
 
1.       Hand of Reckoning             (HoR)
a.       A single-target taunt that damages the mob. This is the Off-Tank’s Taunt of choice for adds, etc. I haven’t been able to confirm yet if this is able to be silenced, but the HoR should be the Taunt of choice over RD because it maxes your threat on the mob (like RD), then damages the target, which is preferred as the DPS/Healers can sometimes take the mob right back after a successful RD. Macro it if you can.
b.       Not affected by silence.
c.        Not affected by Global Cooldown.
2.       Righteous Defense            (RD)
a.       This ability MAXs your threat up to three mobs attacking a single Raid/Party member. RD should always be followed quickly with a high-threat ability to ensure that the player doesn’t take the aggro immediately back from you. Macro it if you can.
b.       Not affected by silence.
c.        Not affected by Global Cooldown.
3.       Shield of the Righteousness            (SotR)
a.       This is Shield Bash. More importantly, this is your largest single-punch threat generator for all targets. Shield Bash should be used each time it is on cooldown. Damage is affected by Block Value (Block Value + xxx). Early estimates would be 900-1200 average.
b.       Can be silenced.
4.       Exorcism               (Ex)
a.       *NEW in 3.1* In the Ulduar Patch, Exorcism has been stated to be useable on all targets (previously undead and demon only). Since Exorcism scales with Atk Pwr and Spw, this will quickly replace SotR as your bread and butter attack.
b.       Can be silenced.
5.       Hammer of the Righteous (HotR)
a.       The Silence Breaker. This multi-target attack is usable even when silenced, and slams three mobs for four times your dps. Weapon speed doesn’t matter. Therefore, since slower weapons have higher dps, your choice will be a slower weapon over a faster.
b.       Not affected by silence.
6.       Seal of Vengeance (SoV)
a.       DOT#1 – SoV is a very useful overall Seal to use. Also, the dot is placed on every enemy struck in melee including those adds hit by HotR. After five stacks it does more damage than Seal of Righteousness, but only after five stacks. Bear this in mind.
b.       Not affected by silence. (Should already have up before fight.)
7.       Consecration
a.       DOT#2 – Consecration should be up at all times when possible, and when it will not disrupt crowd control measures. Good damage, easy to almost keep on cooldown.
b.       Can be silenced.
8.       Judgement of Light / Wisdom (JoL / JoW)
a.       If you have a Holy Paladin or Ret Paladin in raid with you, they should be using JoL because the healing effects scale with the Atk Pwr and Spw of the caster. Since both will be higher than yours overall, as a Tankadin you will usually be using JoW. Situational however, a smart Tankadin will realize when the Ret Pally dies and judge light, or Judge Light on the add that the Ret Pally won’t be touching.
b.       Can be silenced.
9.       Avenger’s Shield (AVS)
a.       This spell launches a shield up to 30 yards, striking, stunning, and creating threat on up to three nearby targets. It has a long cooldown, but is always useful when both RD and HoR are on cooldown.
b.       Can be silenced.
10.    Holy Shield (HS)
a.       Formerly the bread and butter threat generator (along with BoS, and Ret Aura) available to the tankadin, instead now the Holy Shield is more of a reactive and defensive tool. With a 10 second duration and an 8 second cooldown you will usually have a moment or two on boss fights to throw HS back up. HS increases your block chance by 30% for the duration and does damage whenever you are struck (up to eight times). This is free 30% Avoidance and should always be on cooldown when possible.
b.       Can be silenced.
11.    Devotion Aura
a.       When upgraded, Devotion Aura is a useful tool not only for overall mitigation, but also for healing received. Devotion Aura should be the aura of choice for all 10/25man bosses unless otherwise specified by your raid leader. The ‘Improved’ effects are present in each of your aura’s however (*NEW in 3.1*) and other aura’s can be used when the extra mitigation is unneeded on a boss or trash fight.
b.       Not affected by silence or death (*NEW in 3.1*).
12.    Retribution Aura
a.       Let the Ret Pallies keep it up, see previous.
b.       Not affected by silence or death (*NEW in 3.1*).
13.    Divine Protection (DP)
a.       Shield Wall. With the changes introduced in 3.0.2, the revised DP does 50% damage reduction from all sources for 12 seconds. Especially useful during Enrages, or during the initial pull while you let the healers drink. Everybody loves good DP.
b.       Can be silenced.
14.    Lay on Hands (LoH)
a.       The ‘Oh CRAP’ button. You pulled the trash while they were looting the boss. Your healer just went OOM and desperately needs mana. LoH is a free mana bomb, and a health-bomb wrapped into one for the person in raid that desperately needs it. Should you get improved LoH, you will have at least one available for almost every boss fight.
b.       Can be silenced.
 
 
Ability Statistics
 

Ability
Cooldown
Threat Meter   (1-10)
Main Stat
Hand of Reckoning
8 seconds
MAX+
??% SP
Righteous Defense
10 seconds
MAX
N/A
Avenger’s Shield
30 seconds
9
7% SP + 7% AP
Shield of the Righteousness
6 seconds
9
Strength (Block)
Hammer of the Righteous
6 seconds
8
Strength (DPS)
Judgement of Light
10 seconds
4-5man / 7-Raid
10% SP + 10% AP
Holy Shield
8 seconds
5
9% SP + 5.6% AP
Retribution Aura
N/A
2
6.6% SP

 

 

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