Figured I'd give this thread a little kick-start in the form of a topic to discuss, so here we go~
Rolling a BE Paladin has been - and I kid you not - a refreshing experience after playing an Alliance Paladin for so long. This is mainly due to the fact that a vast majority of Horde know very little about Paladins and I had a chance to explore avenues I had not really considered before due to the fact with their tenure as an Alliance-only class, Paladins had well-established roles and were expected to stick with them. While leveling up I've encountered near total ignorance when it comes to Paladins, ranging from amusing to irksome. Now I know that horde players can just as easily play alliance, but that fact has not really made itself apparent from my experience thus far. Paladins by and large are met with skepticism as to their talent builds outside of Retribution, perhaps because the majority of us
are Retribution and there are not many examples to draw off of of other specs.
After toying around with the different specs seeing how Paladins could fit best in the grand scheme of things Horde-side (at least on my server) I've landed once again in
This Build.
Gearwise, my default set is that of a Shockadin, focusing on spellcrit/spellpower/int/stam, and I'm finding it is working very well. It carries over fine for main healing and with all the choice shockadin gear available, crit rates soar providing a great deal of mana efficiency for Holy Light. It has gotten to the point where I hold off on casting to make room for crit heals and they land often enough that I can rely on that. This creates exceptional healing power/efficiency since as a Paladin, every percent spell crit is an exponential improvement over the one previous. Obviously I'm not gonna get the monster heals that come off Paladins with +1500 healing, but I'm satisfied sitting at +700 heal/+400 spell damage pre-raid.
As for stacking healing/mp5 gear, it seems rather redundant. Even without that gear you spend most of your time as the only healer sitting fat and happy at near full mana even with average joe tank; most bosses don't even go through half of your mana pool. I haven't had the opportunity to find a place in heroic groups due to the fact that Paladins are treated as an unknown here and people tend to go with what is familiar and comfortable. Even in regular instances, I had a hard time starting out due to lack of awareness. If they were looking for a tank, I'd ask to join and get the "we need a warrior or druid", and I was generally treated as a backup healer and groups wouldn't move until they found a second healer...usually a Holy build priest of assorted variants.
On the subject of tanking, it's a subject I've been mulling over recently. Specifically the difference between a full blown prot tank and the build I am using right now. The differences, while significant enough, seem to balance out with one another in terms of utility and the difference scenarios faced by tanking Paladins.
Given equivalent gear for their respective strengths as tanks, these are the only differences I can discern:
Prot Heavy:
Avenger's Shield - Good initial multi mob agro, but you lose the ability to use it after the initial pull.
Holy Shield - Good single mob mitigation. It gets eaten within two seconds on multi-mob pulls and you lose the increase in block value. You also cannot really control where the charges land in order to stave off potential loose mobs (as if they would fall off anyways).
Ardent Defender - A++ AE grinding talent, turns you into a monster when soloing or doing normal instances/weak trash mobs in heroic/raid scenarios. Utility falls off when mobs hit so hard they can leapfrog the ability and kill you outright.
Reckoning - Very nice DPS/Threat boost on whatever you happen to be attacking, especially with SoR up. Procs often tanking 4+ mobs, and seemingly not enough when only dealing with 3 or fewer...obviously mob attack speed needs to be taken into account, but this is what I have found in instances on average.
Sacred Duty - 6% more stam from items.
BoK - Nice for raiding, at least one paladin will have it...unless you only have one paladin on your raids.
Spell Warding - Some take it, some don't. Arguable utility.
Holy Heavy:
Holy Shock - This is a lot of agro. Instantly. At range. Compared to Avenger's Shield, it is arguably better as it doesn't have a deadzone. I've had times when someone would attack before mobs would enter my consecration area. Holy Shock would nab them immediately...Avenger's shield would keep getting interrupted even with the 0.5 second cast time. It works as an instant self to buy time in hard situations as well.
Holy Guidance - More threat, roughly ~100 spell power over what Prot can achieve if both subjects are wearing equivalent tanking gear appropriate to their specs.
Unyielding Faith - Sort of like spell warding in terms of how useful it actually is.
Combined Healing Talents - Helpful in a pinch, even if it does screw around with mitigation.
On a related note there is a principle difference on how each spec deals with easier content. A Holy Paladin will switch in more spell damage gear to increase threat/damage generated so the group can pull off higher dps and make for a faster run. A Protection Paladin will can run into multiple groups of mobs like a madman and as long as healers are paying attention you end up with a psychopath tanking 10-20 mobs and generating some rather absurd dps through porcupine gear/talents, reckoning, seal of wisdom and consecrate. Both work very well, Protection has more fun and is certainly more mana efficient due to having double attacks for SoW and high block values on equivalent gear.
Summary? Well I guess as someone who has played all specs in their current incarnation, the upper tier Prot talents, while nice, do not merit the sacrifice in versatility/utility in the Holy tree (unless I feel like running around like a maniac in some normal instance). There is not enough gain in net mitigation and a loss in threat generation for the tanking role that Paladins are supposed to (by most accounts) excel at, which is AE tanking, to justify the expenditure in points from my point of view. Of course you can't AE tank in most Heroics, but Holy offers unrivaled threat generation, allowing your group to really open up on stuff. Does this increase in kill speed make up for the reduction in mitigation in terms of healer resources? I'm sure someone will find out sooner or later.
Obviously all of the above posting is my own view on things, your mileage may vary.