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Fjork's picture

Tankadin in Wrath - 3.1 - Armaments

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 Each is outdated, but also takes like five minutes to load on my T1 connection at work.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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Fjork's picture

Tankadin in Wrath - 3.1

Fjork — Fri, 11/21/2008 - 09:32

 

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!
 
*edit* Added a few pages.   Please send me a PM or post a comment if you notice any discrepancies, errors in theorycrafting, spelling errors, or other douchebaggery anywhere in the article (besides the section that says “Author’s Name”)
 
Sources
·          Elitist Jerks
·          Maintankadin
·          WoWhead
·          MMO-Champion
·          A lot of my own theorycrafting, testing, excel number-crunching, and spreadsheet mashing.
·          Thanks to the following guildies (though they know it not):
o         Ghli
o         Grovinski
o         Olorien
o         Saedo
o         Jayel
o         Leighann / Rhoora
o         Aidin / Grasen
 
Table of Contents
·          Armaments – The spells and abilities of most interest to the upcoming Tankadin.
a.       Ability Statistics – Cooldowns, Attack Power, and Spellpower Modifiers.
·          Tanking
a.       Basics
b.       Primary Attributes
c.        The Weapon – Maximizing Threat-Per-Second
·          The Talent Tree
a.       The Retribution Tree
b.       The Protection Tree
c.        The Holy Tree
·          Cookie-Cutter Specs
a.       The All-Tank
b.       The True Paladin
c.        Cookie-Cutter 1
d.       Cookie-Cutter 2
·          Weapons and Armor
a.       Slot (Helm, Shoulder, etc)
·          Things to Consider
·          Raid Progression
b.       Emblems of Heroism
c.        Emblems of Valor
d.       Emblems of Conquest *NEW in 3.1*
·          Tankadin Gear for Dual-Spec’ing into Tanking *NEW in 3.1*
·          Block Value and Block Rating *Under Construction*
·          Trinkets and Rings *Under Construction*
·          Glyphs and Enhancements *Under Construction*
 
Quick and Dirty FAQ
1.       When should I be to start X Heroic / Instance?
a.       There isn’t really a ‘specific’ gear level, iLevel, etc to aim for outside of being uncrittable. That is 540 Defense, or 688.59 Defense Rating. We’ll get into that later. From there maximize on Avoidance for every fight except Patchwerk.   Block Rating ß Dodge Rating ß Parry Rating. You should do enough Heroics to have your [Libram of Obstruction], [40683], and [Chained Military Gorget] and hopefully have gotten some decent upgrades while you were at it. 
2.       Well fine, what Heroics should I start in then?
a.       Start in Heroic Violet Hold, Heroic Utgarde Keep, and Heroic Drak’Tharon for your upgrades. Start running regular Halls of Lighting as soon as you can to pickup a [36993], which can always pair with [27891] if you are really desperate for Defense Rating. You will not get rid of your Seal very soon. Also, don’t stop running Heroic Violet Hold until you’ve picked up [37872]. It comes with a solid 4.50% Avoidance on equip for everything except Patchwerk.
3.       Crushing Blows were removed, why are you talking about Avoidance?
a.       Avoidance is not as critical to begin raiding as it was during Burning Crusade with the presence of Crushing Blows. However, Avoidance is still the most necessary stat for a Tankadin outside of Defense Rating and Stamina.
4.       Why should I ‘macro it’?
a.       With the plethora of defensive and offensive Paladin capabilities, it is much simpler to create a macro that (for example) will cleanse yourself if you don’t have a friendly target, or will taunt and cast exorcism at the same time.
5.       What changes am I looking for in 3.1?
a.       For one, your dps is going to go up by anywhere from 500 to 1,000 per second, and your survivability will get a little weight, but other than that very little. The changes are addressed more accurately in ‘The Talent Tree’ book page.
6.       Why should I start in Heroic Violet Hold? I hate that instance. (Friend at work asked me to clarify.)
a.       [43500] – This is a need, though the Argent Crusade Rep pants can substitute.
b.       [37862] – If your Kirin Tor Rep isn’t Exalted and if you aren’t geared enough to take on Heroic Gundrak, here you go.
c.        [37872] – 4.51% Avoidance right out-the-door. You need this.
d.       [37873] – If you ever AOE-solo, you WANT this.
7.       So why Utgarde Keep next then?
a.       [37193] – Dual-spec
b.       [37179] – It’ll carry you as far as it has to in raiding.
c.        [37186] – Not much better available outside of crafting or raiding.
8.       So I get those two now, why Drak’Tharon?   Because I said so…..   But seriously, these are the three easiest heroics for a Tankadin, and if you keep at all three of them you’ll be a raid-ready Tankadin within only a few days and some RNG luck.
a.       [37784] – Best avoidance ring you’ll get outside of raiding.
b.       [37723] – Duel spec
c.        [37712] – Best Non-crafted boots outside of raiding.
d.       [37735] – Best Tankadin Chestpiece outside of raiding and the T7 from turning in Emblems.
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Garreth!

everstar — Tue, 11/18/2008 - 20:40

Garreth!
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Deje's picture

garreth is a mage

Deje — Tue, 11/18/2008 - 11:47

garreth is a mage

some jerk got in the way

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Keepers of Time Rep-Runs

I need 1878 Keepers of Time Reputation to pickup my Timewarden's Leggings and my Head enchant before tanking tommorows KZ.  At approx 1500 for Reg.  I need around 1800.  We can finish out the second instance, or just stop when I ping Revered.

Need some DPS and a healer.

Anybody wanna help me finish out my 490 Def?

  • Tank:  Pedran
  • DPS:  Jayel's 'lock
  • DPS: Aidin (maybe, now she wants to go out.) 
  • DPS:
  • Healer:

Going to be 9-10pm server time to start.  Just depending on how long it takes me to get the Dabiri's Enigma with Zariyah earlier in the evening.

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Karazhan

Come play with us!

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My Motto

Epatrick — Wed, 11/05/2008 - 15:55

My Motto
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Fjork's picture

Tankadinging 5mans (comment)

Fjork — Wed, 11/05/2008 - 11:50

I rerolled prot last night with like 90% Avoidance to test out the new prot spec, my gear, etc, etc.

No, I'm not at the 490 so the bosses could still crit (459).

 

I ran into a very serious problem though.  I wasn't really getting hit, but it appeared sanctuary wasn't giving me the mana back that it should have.  Was this because the single-target mobs were only hitting 'oh-so-often'?

After trying the first set of six with Cons only in my first rotation of threat-gen, then holding it I was still always nearly OOM at the end of the fight.

So with the next six, I attempted dropping Consecration completely and focusing on blowing my CDs on the rest of my spells as soon as they came up.  Not nearly as bad as the first six, but still having mana issues.  I was OOM by the time the boss spawned and told the party to just wait.

On the final six, I stopped using Holy Shield.  Completely.  BoS appeared to grant more, and even with the occacionaly crit from the final boss, I still never dropped below about 6k (half-life) from the Priest's healing.  Since I was being healed, I was at nearly full mana the entire time.  I used Cons at a constant and started wielding Martyr as opposed to Vengeance and/or Wisdom.

I'd like to know if anyone else has experienced similar issues with being 'to geared' since this latest patch.  Due to the massive dodge/def rating I had for a relatively low-gear requirement instance, I wasn't taking the damage I needed to get the healz I needed for mana (thus threat-gen).  Yet when I stopped using Holy Shield (our bread/butter), my threat-gen and mana availability were maxed.

Opinions?

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  • Fjork's blog
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Dragon's picture

Which Paladin should I use for my Primary PvE Focus in WotLK?

Dragon — Sun, 11/02/2008 - 23:26

Lieutenant Commander Dragonfork (Original Paladin)
8% (6 votes)
Dragonsword, Hand of A'dal (First Downfall Paladin)
6% (4 votes)
C
6% (4 votes)
42
14% (10 votes)
Who Cares your the Idiot Who Rolled 2 Paladins
44% (31 votes)
Neither GTFO
10% (7 votes)
Scratch your head standing around tryin to Choose so I can take your raid spot
13% (9 votes)
Total votes: 71
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Dragon's picture

To the Ground Baby

Dragon — Sun, 11/02/2008 - 11:25

Disclaimer: If you are sick of reading about paladin nerfs then stop reading right here and save your anger.

Ok now with that out of the way I will be getting into the meat of this post. Please understand that I love my paladin and the class as a whole. I've come to realize this over the years as I have played my paladin.

Throughout time Paladins have gotten progressively better, I will not argue this point because it is true. When you ask therefore what all the recent QQ about paladin nerfs in guild chat has been about its quite simple.

The title of this Blog was that just 2 weeks ago at Blizzcon, Ghostcrawler and Kalgan were asked what they currently thought about Ret. Ghostcrawler responded at first with "Into the Ground" and then a few pulses later said "Don't Nerf Me, Bro" in a manner similar to the University of Florida student last year. Finally Kalgan and Ghostcrawler agreed that Ret was currently where they wanted it to be. Note that the patch woud hit 3 days later, and the nerfs would start. Ghostcrawlers foreshadowing has begun to bite him in the ass.

The first and most obvious problem has been that MOST of the nerfs have been applied in hotfixes where at most we get a few hours notice (see last night with Avenging Wrath). I never even got to play with Divine Storm as holy damage on live, due to our server taking nearly the entire day to come up. So by the time I logged on the next day it had already been reduced, nor was I able to play with 10 second repetence in pvp.

Then we go to the ability Avenging Wrath which now every paladin had actually been using. This went from a spell you would only see in WSG zerg fests after the zerking buff to pick up or a tank getting initial aggro in pve to something that was seen often. First of all the ability was buffed, moved from +30% damage for 20 seconds to +20% damage/healing for 20 seconds. On top of that they away the spells ability to trigger forbearance, thus allowing all 3 specs of paladins to use it without having to worry about losing their defensive capability. So tanks could spam it when it was off cooldown for more threat, holy could spam it every cooldown for more healing, ret could spam it off cooldown for more damage.  Now again it causes forbearance like it did before. But instead of having forbearance for 1 minute like we did pre3.0 we have it for 2 minutes. So that is 2 minutes now after its used before your tank can blow shield wall (See Divine Protection) if he needs too, or its 2 minutes until your holy paladin can stand in a fire for Archimonde. For ret, it means they will probably never be able to bubble on a boss fight since we are able to reduce the cooldown for our Avenging Wrath to 2 minutes and while its up at least for now we ignore 50% of all damage reducing mechanics.

So this ability that was nerfed because of its PvP uses has now once again crippled PvE. And about PvE lets get more into how these nerfs affect that. When patch 3.0 comes out, protection is suffering yet another nerf as blizzard is reducing the damage and coefficients on EVERY seal and judgement other than Blood/Martyr. So therefore your tank will be doing less threat. Oh and your holy pally will be even less likely to spec holy, or at least to farm as their own soloing ability is disappearing.

Now I will move to say that Retribution was overpowered in the fact that we had been given so much +Critical Damage in our trees in 3.0. Crusader Strike was critting at 235% damage while Judgement and Divine Storm were critting at 245% damage. If our burst is really the problem why don't they just implement the nerfs to these 2 talents already. Both of these look to be a possible buff to pve damage but they are still on beta.

Which is another thing that drives me nuts, they are implementing more hotfixes (see Judgement of the Wise) without at times even having them touch beta. In fact Live has become the beta recently for all these changes. And while I am on Judgement of the Wise about this nerf. 15% of base mana on this ability really is gonna sting as paladins level where as the testing they want right now they can't get. WHY because ret paladins still have intellect on their gear be it from PvP gear or PvE gear. This in turn affects replenishment mana regen and Judgement of Wisdom mana regen (which is also being nerfed to 1% base mana from 2% of base mana and half the chance to proc). Therefore all this testing they want us to do we can't simply due to other items in game atm which we have no control over. BTW, the same people testing this on beta have us oom in a raid setting at 80 just using Seal, Judge, Crusader Strike and Divine Storm at about 4 minutes if you use Divine Plea (Lvl 71) every time this is up. Which means our damage gets nerfed again as we can't use Consecrate (long a staple of retribution damage) or Hammer of Wrath. Now I know "But, Dragon, you have Seal of Emo so you can use those abilities in pve," and while this is true, it means that we have to be healed in order to maximize our damage. But unlike warlocks and shadowpriests, we don't really get to pick when this damage occurs. Shadow Word: Death the Shadowpriest has a choice whether or not to press. Same for a Warlock's Life Tap. Ours is just always up, always taking damage on every swing. As far as the reaching side effects for pvp in this, 1 viper sting/mana burn/mana drain and we are useless. On top of this, with all spells being base mana now, it greatly limits the amount of Hand Spells or Heals we can toss in either PvE or PvP.

Finally there is also talk recently of Judgement of Justice being reduced to 10 seconds and that Sanctified Wrath will no longer give the ability to ignore damage reducing effects while Avenging Wrath is active. So we have 1 PvE nerf in the Sanc Wrath change and then 2 major pvp nerfs.

In conclusion, it feels that Blizzard just keeps shooting from their hips at the moment with their nerfs. Many of these are having far reaching effects into the land of PvE and to all parts of the class. We have yet to have the ability to test these in places other than live, and most of the paladin community cannot test all the changes at once since so few are actually in beta. Fewer now log into beta as we were all tryin to get our toons ready for Wrath. I would like to believe I can stay with both my paladins in Wrath, but with Blizzard's Knee Jerk, Shoot-From-The-Hip responses to the general outcry of the public, I am left wondering what they are gonna hit next. Meanwhile, all the other classes that people are complaining about, Mutilate Rogue/Mages, get with all their damage intact.

/EndRant

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