Morning gents.
I maintain a couple of equivalent threads over on
Maintankadin, found this one very recently, and thought I'd come and weigh in
Apologies in advance if I'm breaking unwritten forum etiquette, first time poster as a prot pally (used to lurk on my warlock an expansion or two ago). Hopefully the links back to Maintankadin aren't considered "poor form".
While I am a "Glass Joe" noob over here, I have a couple of thousand posts over on Maintankadin, and have tanked everything in both TBC (well.. M'uru and KJ were 3.0 kills) and everything in Wrath including Sarth+3 both 10 & 25.
I'd start by saying I think this is a very good guide and agree with 90% of it. That said, most of what follows is where I disagree
My versions of this guide are over on MT, but there's not much in either of those that would be a revelation to anyone following this thread, read or ignore at your leisure. I would suggest that the Maintankadion forum itself is a very good resource for prot-pallies, and should be on your reading list.
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Maintankadin :: Basic Training :: Knaughty's Frequently Answered Questions
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Maintankadin :: Advanced Training :: Knaughty's Frequently Argued Questions
Originally Posted by Cathela
Seal of Blood/of the Martyr (SoB): <for TPS use> Rarely used for tanking due to low threat and the recoil effect. Can be handy for tanking instances you outgear since the extra mana from healing SoB recoil will be helpful.
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I hate SoB for tanking. The second most important thing as a tank is to avoid damage... SoB does damage to you. I've never used it for tanking, can't think of a circumstance where I would.
All that said, if you have 5/5 Conviction, SoB is
almost as much TPS as SoV. If you're using Broken Promise (or other 2.5 speed tanking/DPS weapon) and have both Windfury Totem and Bloodlust, it is probably slightly more TPS than SoV (I'm trying to work it out exactly, having trouble with the maths due to completely different scaling. Sue me). So the threat is "OK". But SoV will have more TPS under 90% of circumstances and not hurt you. If you want to be an Emodin and cut yourself, spec Ret.
The mana return is
miniscule. If you're looking for a seal to get you some mana in a Heroic, Seal Wisdom. It's an order of magnitude more mana than what you get from SoB splashback Spiritual Attunement.
So I agree you shouldn't use it... but my reasons are different
Originally Posted by Cathela
Meta
[Austere Earthsiege Diamond]: 32 stamina, +2% armor from items
[Eternal Earthsiege Diamond]: 21 defense rating, +5% shield block value
So it comes down to the 2% armor bonus vs the 5% block value bonus. For most realistic armor values (DR's between 50% and 65%) an extra 2% armor will reduce the damage taken by approximately 1%. So the two gems are equal in overall damage reduction when 5% of your total blocked damage is the same as 1% of the total incoming damage before blocking. That is, if you're blocking 20% or more of the incoming physical damage, you'll get more damage reduction out of the 2% armor bonus than out of the 2% blockvalue bonus.
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The text for the quote paragraph appears to be wrong in the OP - what I think is the correct version is below:
... will reduce the damage taken by a little less than 1%. <...> That is, if you're blocking 20% or more of the incoming physical damage, you'll get more damage reduction out of the 5% block-value bonus than out of the 2% Armour.
The 1% thing is pedantry on my part, but the last phrase seems to be backwards.
I've been running the Austere, but for 25-man content they're roughly equal. As a data-point, last Naxx-25 clear, bosses only I blocked 19.6% of physical damage over the night. Loatheb-25 I'm at 67%... (I should put a block set together and see if I can take 0). This was in a non-BV stacking set while wearing the Armour meta. Gear is high-end - full ilevel 213 or better. Same gear in 10-man content I get higher numbers - 35% at Patchwerk-10, for example.
If you can - get both gems in two hats and switch.
Talents
Pretty much in 100% agreement with Cathela, but I do have some comments on some of the talents. I could quote the OP, but I'll pretend you're reading the post instead.
If a talent is missing, I have nothing to add
Protection
Divine Guardian: I'd rate this quite high. I'm a boss-whoring tank who
never heals and is almost always MT instead of OT. I still have and really like this talent. I have it for only three encounters, but it is very powerful for those three (and they're hard - well, hard for 3.0, anyway):
• Sapphiron Air phase: You're not tanking, there's a lot of raid damage floating around. I've saved a wipe when we've had multiple healers ice-blocked (or even just one healer in 10-man).
• Malygos vortex & Phase 2: Again, you're not tanking (other than Lords for a bit at start of P2). Fairly powerful, I have saved people who stuffed up running into bubbles (or just taken a load off the healers when breath occurs).
• Sarth+3: Hand of Sac + Bubble w. DG = huge CD for Sarth MT. Just make sure someone else is carrying the adds for you for a few seconds while you do this.
Reckoning: Largely agree with OP,
but you have to take
something to get deep into prot. Choices are Kings or 3/5 Reckoning. I prefer Kings, but Reck is "least bad" other option.
NB: If you do take Reck, stop at 3/5. The talent itself has diminishing returns. If you're after a threat/DPS talent, not a good choice - SotP is better.
Ardent Defender: Opinions differ on the value of this, but I consider is close to mandatory for a serious tanking build. We're a moderately advanced guild (Sarth+3 done, both 10 & 25, 50th-ish on the 10-man kill, US, second Oceanic). My healers are thus pretty decent. For progression raids, AD was saving at least half a dozen wipes a night. For our first Sarth-25 kill (which we one-shot) it saved me from dying 4 times, and provided over 2% mitigation. Most people who do long-term parsing see 1-2% total mitigation from AD, which sounds bad, until you remember that it mitigates the 1-2% of damage
that would otherwise kill you. Get the "Tankadin" addon, turn on death-save tracking, watch and be enlightened.
Judgements of the Just: Strongly agree this is a talent to take. Plenty of occasions where you'll be on your own. And a warrior loses more than a pally putting it up.
Retribution
Benediction: OP says: Not required, but very nice to have.
Strongly disagree. Did a whole pile of theory-craft and personal anecdotes explaining why it is crap back on Maintankadin. Short version:
• The mana saved is pathetically small. Instead of going OOM in 30 seconds you go OOM in 33 seconds. In a full TPS rotation from full mana, 5/5 Benediction nets you half a Consecrate or HotR+ShoR.
• If you're tanking correctly, you'll never go OOM in current content anyway. I'm in full 25-man gear, 0/5 Benediction, don't go OOM even in heroics and don't drink either.
Long versions back on Maintankadin:
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MT :: Advanced FAQ
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MT :: Talents :: How to not go OOM: 101. AKA: Benediction sucks
Improved Judgement: One point is must-have. Second point only useful for trash tanking.
NB: Sarth+3 adds count as Trash...
PoJ: See "Build Comments" below. Short version? Too deep in ret. If it was Tier-2, decent.
Build comments
I'd disagree with the relatively common theme in this thread that says "
Everyone specs 0/50+/12+". Most common tanking build by about a factor of four is 5/60/6 - I also tend to think it's the best build for most tanking, especially if you want a "Generic build" that's good for everything. Basic reason is that points past 6 in Ret are bad value. Either you have a ret pally and they're redundant, or you don't have one and you should have Kings.
Kings
• PvE Ret should have this, as they lose nothing to pick it up.
• Holy shouldn't - they lose 3% crit.
• So... should Prot?
Either you have a Ret Paladin or you don't. If you don't have a ret paladin, spec Kings and let Holy have their 3% crit.
If you do have a ret paladin, you don't need Kings, but HotC & Imp Might are a waste of points, Benediction sucks, and 2nd point in Imp Judge is pretty weak. Only reason to go past 6 in Ret is PoJ. You're paying 6 talent points for 8% movement speed and 7 stamina. Or 6 talents points for 15% speed. Unless you have a DK with Unholy Aura... in which case you're paying 6 talent points for nothing.
You have to take
something to get deep in Prot, Reckoning is your best choice outside Kings, and Reck is pretty weak.
Kings is also useful in 10-man and even heroic content. Thus: There's not much point speccing past 6 in Ret, and you probably want Kings as well. That puts you at 0/58/6 or thereabouts. While SotP is weak, it is the best TPS option out of SotP/Conviction/Reckoning, and you have all mitigation and utility talents when you're 60 into Prot. Thus: 5/60/6, basically by default.
Main exception would be if you have two prot paladins and no ret pally. One Pot specs 5/60/6, second prot specs 0/58/13 and gets 3/3 HotC and 2/2 Imp Might (and 2/2 PoJ since you're there).
Threat
Conviction VS
Seals of the Pure Large amounts of analysis of this one over on Maintankadin. Neither are required, both are bad value (less than 1% TPS per point) but if you have the spare points and want a TPS/DPS talent, SotP is always superior. Maths is in Psiven's
MT :: WotLK TPS Spreadsheet if you don't want to take my word for it
Gearing for threat
Stolen from
Maintankadin :: Psiven's TPS sticky
Single Target TPS Weighting Os OP noted, SBV is more front-loaded. What this amounts to? It isn't worth capping Hit/Expertise
for threat (it may be for other reasons). And if there's spell-damage on any of your gear, you're doing it wrong.
| Stat | Weighting |
| STR | 100.0% |
| SBV | 60.5% |
| AP | 59.8% |
| HIT | 37.6% |
| EXP | 36.2% |
| CRIT | 26.9% |
| SP | 24.5% |
| AGI | 23.7% |
| STA | 11.2% |
| HASTE | 5.9% |