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

Tankadin in Wrath 3.1 - Talent Trees

Fjork's picture

Fjork — Thu, 03/19/2009 - 14:12

Trying 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 Each is outdated, but also takes like five minutes to load on my T1 connection at work.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!
 
Quick note:  Divine Plea will now have 100% uptime with 2/2 in Judgements of the Just whenever you stike an opponent.
 
Talent Trees
 
Those of you whom have been tanking since 3.0.2 have probably be used to a comfortable 1-10 points to ‘play’ with if you aren’t one of the top min-max’ers. We are going to be a lot more limited post 3.1, but we’ll instead have a few different specs available to us instead of being locked into one spec as we were in BC.
 
Something to consider as your gear progresses is your Talent build. In BC, and even partially in WotLK so far you were able to create a spec and just sit with it. Reviewing 3.1, that is not exactly the case. When you first ding 80 you will have almost no Agility, even with a handful of enchants. Seals of the Pure will be a requirement in that case instead of Conviction / Crusade. Or perhaps you had a healer-heavy build because your healers were just as under-geared as you were when you began raiding. Every few upgrades it would behoove the average Tankadin to review their spec and ensure they are getting not only the best TPS, but the best Raid contribution (such as Vindication if there are no Ret pallies going to be raiding with you).
 
·          Retribution Tree
o         Tier 1
§          Deflection = +5% Parry Skill – Required
§          Benediction = 10% cheaper instant abilities – Optional
o         Tier 2
§          Improved Judgements = 2 sec cooldown decrease on Judgements. Optional unless a subscriber to the 96969696 paradigm (google it.)
§          Heart of the Crusader = +3% chance to crit against mobs that have been stuck with your Judgement. If there is going to be a Ret Paladin in the raid, the points will be better spent in Benediction (Tier 1) to get you into Tier 3.
o         Tier 3
§          Conviction = +x% Crit Chance on all spells and abilities. Optional. Depending on level of agility/gear, this actually will average out to higher overall TPS (Threat per second) than Seals of the Pure (Holy Tier 1)
§          Pursuit of Justice = +15% movement speed. Optional. Get Tuskarr’s Vitality Enchant. Don’t waste the loss of 2% crit when moving into Tier 4.
o         Tier 4
§          Sanctity of Battle = +1-3% Crit chance and +5/10/15% damage by Exorcism. Optional. 1/3 and 3/3 in Crusade if Agility (crit rating) might be possible with only one point in Judgements of the Just but I’m not certain it’s worth it.
§          Crusade = +1/2/3% damage on all targets, +1/2/3% extra damage against undead and demons. Optional. Probably gonna go a head and fill 3/3 in Crusade unless your going after Cookie-cutter two or the True Paladin type builds. With +3% damage and +5% crit, the Conviction / Crusade pair MORE than surpasses having 5 points in Seals of the Pure.
·          Protection Tree
o         Tier 1
§          *NEW in 3.1*Divinity = Increases healing done by and to you by 1/2/3/4/5%. Optional. Most likely will not be taking this talent unless you have terra-bad healers.
§          Divine Strength = Strength +15%. Required. This greatly increases the Block Value of your shield (Str / 2 = +Block Value), and thus overall mitigation.
o         Tier 2
§          Anticipation = +5% Dodge Skill Required Free Avoidance, can’t beat that.
o         Tier 3
§          Improved Righteous Fury = All damage taken is reduced by 6%. Required. This is 6% pure mitigation on all damage after being mitigated by armor.
§          *NEW in 3.1*Divine Sacrifice = Causes all party/raid members affected by one of the paladin’s auras to transfer 30% of all damage taken to the paladin (maximum of 150% of the paladin’s max health). Lasts 10 seconds. 2-minute cooldown. Required IF Off-Tanking at all.This spell has a great deal of potential, but I would imagine the Tankadin will Bubble before casting this spell unless he wants to have HUGE heals from a number of healers at once.
o         Tier 4
§          Improved Hammer of Justice = Decreased HoJ cooldown. Optional. Paired with the 3.1 upgrade of Judgements of the Just, this can drop HoJ cooldown to ten seconds. That is three second spells interrupt (works on most bosses) every ten seconds.
o         Tier 5
§          Blessing of Sanctuary = 3% straight mitigation and free mana when you dodge/parry/block.  Required.
§          Reckoning = Waste of talent points. Do not get UNLESS you are expertise capped. The more hits you have, the more chance that the boss will parry, thus speeding up their attack-tables temporarily.
o         Tier 6
§          Sacred Duty = Stamina increased by 8%. Required.
§          One-Handed Weapon Specialization = +10 Damage Increase Required.
o         Tier 7
§          *NEW in 3.1*Spiritual Attunement = +5/10% of amount healed in Mana. Required. Theorycrafting and testing has determined that it is possible to get away with only 1 point after the Dodge / Parry / Block Ratings are high enough for Blessing of Sanctuary and your 100% up-time Divine Plea to take-over.
§          Holy Shield = +30% Block Skill while active…. and some damage. Required.
§          Ardent Defender = Innate Last Stand…. kinda. Required.
o         Tier 8
§          Combat Expertise = +6% Stamina and Expertise Skill by 6. Required.
o         Tier 9
§          Touched by the Light = +Spellpower equal to 10% of Stamina. Required.
§          Avenger’s Shield = Extra Attack, and good for pulls. Required.
§          Guarded by the Light = +6% Spell Mitigation and cheaper spells. Required.
o         Tier 10
§          Shield of the Templar = +3% Mitigation and extra damage/TPS. Required.
§          Judgements of the Just = Slows enemy attack speed and *New in 3.1* reduces the cooldown on Hammer of Justice by 20 seconds. Required/Optional? I’m torn on this talent. If your TPS is suffering, you should probably spec out of JotJ to pickup the extra 2% crit and +10% Exorcism damage from Sanctity of Battle, but if your TPS is fine you should probably stick with the JotJ for Raid-Utility purposes since the dps’ers are going to be so far ahead of you that it would be ridiculous to loose this raid utility for the sake of damage. NOT MAH YOB!
o         Tier 11
§          Hammer of the Righteous = Main multi-mob attack. Required.
·          Holy Tree
o         There’s a third tree? Not anymore.
 
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