Paladin Tank Basics For WotLK
Posted on June 29th, 2009 by Agorg under Alliance, Build, Efficiency Tips, General Tips, Horde, Instances, PVE, Paladin, Raiding, Spec, Tanking, Uncategorized, World of Warcraft, WotLKPaladin Tanking Part 1 – The Basics
This has been a long time coming and I wish it was there when I started – but due to popular demand, Here it is.
It’s not that complicated really … but it can be tricky if you’re new to tanking or to the paladin class in general.
Things you should know about the Paladin Tank:
This time it’s all basics, boring but fundamental; and fundamentals are rather important. If you have never played a paladin, or if you just got to 80, just know that tanking as a paladin is like discovering a whole new character, it’s unlike anything you have ever done before. While leveling your goal was to kill things as fast as possible. Now your sole mission in life is to put yourself in harm’s way and hope your healers are on the ball and the DPS is high enough. (Although any well played tank can make a healer’s job a lot easier).
This series of articles is intended for the Protection Paladin who tanks in PvE content, and wants to clear 5-Man dungeons and/or 10-25 man Raids. Also note that the writer is of the opinion that Tanking is more of an art form rather than hard science and common sense and personal opinion weigh in as much as mathematical calculations.
Much of the content that will follow here and over the next few articles in the series, is drawn in part from the following sources:
ElitistJerks.com for the most explicit and detailed WoW theory-crafting available on the net
TankSpot.com for the guides, videos and examples.
Aemaeth/Zmack for screaming at me until I got it right.
All the healers in the guild for bearing with me until I got the fights down.
The rest of the guild for suffering through my learning curve and still accepting to raid with me in the process…
Let’s get down to brass tacks: the approach to playing a level 80 Protection Paladin is a complete 180 from the Retribution spec that you used to get there. Here are some “No D’uh” basics that may seem obvious but still worth mentioning. As a matter of fact, these basic rules apply to every tank, not just the paladin. Since I came from the ranged DPS world (lock if you must know), I won’t take it for granted that you know any more than I did when I started to tank.
Also, since there are so many people who just know this stuff already (and who like to scream NOOOOB) we figured it would be the best place to start for anyone who hasn’t tanked at all. If you’ve never tanked, do a few runs in some regular Northrend dungeons with these things in mind. And it sure wouldn’t hurt to take along someone who is an experienced tank to give you even more pointers (Zmack for instance).
- The Paladin is the Master of AoE Tanking since most of your abilities hit multiple targets.
- As a rule, you (The Tank) control the positioning of the mobs/bosses: always face mobs away from the raid – DPS goes UP when attacks come from behind mobs. Don’t make the whole raid run around the mob, YOU turn the mob so that the raid is always behind what you’re tanking. DPS will rise dramatically the less time they have to spend getting into position. The joust move is the best way to get to the right spot. Strafe through the mob(s) and then spin to face the raid. You will be in front of the mob and the raid will be behind them – with as little wasted time as possible. This is tanking 101. Good tanks always turn mobs, stupid tanks don’t. Don’t be a doofus.
- Since you control the positioning of the boss (and mobs): Move as little as possible unless the situation demands it. You’ll get more out of the entire raid’s DPS if they can just sit there and face roll their rotation, (especially true for melee … think Patchwerk). Again, don’t move if you do not absolutely have to. It can make the melee DPS guys absolutely hate your guts if they are constantly having to get behind/closer/overthere/overhere/closer/behind – statue tanking is best, make the mobs come to you (There is an ability commonly referred to as “Taunt” for such situations).
- Try to keep your back to a wall and avoid knock-backs if necessary. Strafe through mob groups and then back up to a wall. Mobs are programmed to try to get behind you. Standing against a wall cuts that sort of nonsense out.
- When positioning, NEVER turn your back to mobs, you cannot Dodge, Parry or Block from behind. Instead Strafe, so that the boss or mob is never “behind” you. If you need to move, always move backwards or strafe. This is one of the most subtle differences between a good tank and a crummy one. Once you learn to do this properly you will be able to tell who is a good tank in one or two pulls.
- It may look like I’ve already said this, but Strafe, Strafe, Strafe. Once you engage mobs keep your face (or cheek ; ) to them, and if you must move, do NOT turn and run, learn to strafe in flat arcs (see figures below). Good tanks will actually look a little drunk most of the time. Running sideways and banging into walls all the time. But what a luscious sight for the rest of the raid – especially the healers.
- This may seem silly but Oh so important: Don’t get out of range of your healers … or Line of Sight for that matter. This is easier for a paladin than a warrior. Warriors like to charge and it can be a real pain for a healer to have to run to get in range. Try to pull mobs so that you pull them into range instead of running headlong away from healers.
- Don’t engage the Boss until your healers have full Mana … you’ll live longer
A tank’s first priority is to make sure that he is behaving responsibly toward those responsible for him. Annoy healers at your own risk. It’s common courtesy to take a glance at your healer’s mana pool before you make some gigantic pull.
- It’s best if everyone is ALIVE when you start a pull, wait for the healers to rez your dead friends (who probably dies because you missed a mob on that last trash pull). Pulling early is the cause of more wipes on trash than any other single thing. Overly aggressive chain pulls put too much pressure on healers trying to rez AND catch back up to the heals they could have been making if you weren’t being a knucklehead.
- Once you choose your talents in the Protection tree for the first time, remember to train them up … level 1 spells/abilities aren’t all that useful in Heroics, or anywhere else for that matter. This seems stupid, but a brand new spec often can include a touch of forgetfulness when it comes to skills you’ve never trained before.
All kidding aside, Tanking is a High Stress job, if you wipe or people die, it’s usually your fault (usually).
Here’s a little graphical depiction of what we’ve been talking about:
This is a pretty typical pull in most 5 man dungeons. This is a 5 man group with a Paladin (P/T), Rogue (R), Warrior (W), Warlock (L), and Healer (H). We have a pull of 3 mobs coming up where the (P) is a patrol and there is also a Caster (C) and Mele (M).
At the pull the rogue is stealthed out in front near the patrol. Wait until the patrol is moving away from the group. As the patrol crosses the face of the caster, that paladin tank runs right up to the group and begins to generate aggro (more on this in another article). The warrior follows along with the rogue – but since our tank knows exactly where to put the group of mobs, the healer and lock can just stand still and begin to DPS the caster (or heal, of course).
As soon as the tank pulls (where the straight line becomes a curve), he turns to his left and strafes left up against the wall and drops his Consecration. This will pin the mobs to his face with their backs to the group in perfect position. His back is to a wall so that the mobs cannot get behind him, and his melee buddies can stand in one place and hit all three mobs from behind without moving an inch. Plus, the Lock and healer haven’t moved an inch since the pull began. They can just noggin roll their keyboards or even AOE with no worries.
If something does go wrong and it becomes necessary to move, the tank can just make the flat strafe arc to the far wall. (Let’s say the mobs drop a void zone or some other nasty thing). Strafe left while turning right a bit will actually keep the rogue and warrior from having to move more than a few steps – keep the tank’s face to the mobs, and the ranged won’t have to move at all. You run the long way around so that everyone else moves as little as possible and are always attacking from behind. Plus, you get your back against another wall and keep the mobs in a nice tight little cluster. Just remember to strafe in circles around mobs.
Now that you have the bare essentials in mind let’s move on to: Tanking Mechanics, Basic Stats, Combat Ratings, Gearing choices (Mitigation vs. Avoidance), Threat Generation, Professions, Enchantments and Gems, but I have a feeling that most of you want to see the Talent Build first.
So we’ll start with that and build the rest of these articles around this since it’s the core of the character.
My preferred Tanking Build as of patch 3.1.3
I’ll highlight the important ones and give a brief reasoning behind my choice, let you mull it over for a while and answer questions next time when we cover the next topic:
Divinity – Rank 5/5
Increases all healing done by you and all healing effects on you by 5%. (Makes you easier to heal.)
Improved Righteous Fury – Rank 3/3
While Righteous Fury is active, all damage taken is reduced by 6%. (Single largest threat generation tool available, you WILL lose aggro without it.)
Blessing of Sanctuary – Rank 1/1
Places a Blessing on the friendly target, reducing damage taken from all sources by 3% for 10 min. In addition, when the target blocks, parries, or dodges a melee attack the target will gain 2% of maximum displayed mana. Players may only have one Blessing on them per Paladin at any one time. (Big mana boost and damage reduction.)
Spiritual Attunement – Rank 2/2
A passive ability that gives the Paladin mana when healed by other friendly targets’ spells. The amount of mana gained is equal to 10% of the amount healed. (OOM tank usually = wipe … )
Ardent Defender – Rank 3/3
When you have less than 35% health, all damage taken is reduced by 30%. (Gives your healers a chance to catch up, it has saved our raids more times then I can count.)
Redoubt – Rank 3/3
Increases your block value by 30% and damaging melee and ranged attacks against you have a 10% chance to increase your chance to block by 30%. Lasts 10 sec or 5 blocks. (Block Value = DPS= Threat= Good!)
Guarded by the Light – Rank 2/2
Reduces spell damage taken by 6% and gives a 100% chance to refresh the duration of your Divine Plea when you hit an enemy. In addition, your Divine Plea spell is 100% less likely to be dispelled. (Divine Plea should be up on every fight that will last longer then 30 seconds, this makes it almost permanent and is more then 50% of your Mana regen)
Pursuit of Justice – Rank 2/2
Reduces the duration of all Disarm effects by 50% and increases movement and mounted movement speed by 15%. This does not stack with other movement speed increasing effects. (This ability is Crucial for movement intensive fights, Heigan the unclean, Anub’Rekhan, Malygos, Ignis, Razorscale etc.
These are the more important talents and/or the ones that need an explanation.
Next time: Combat Ratings (Hit, Defense, Block value, Dodge, Parry etc). Start with the basic build and the fundamental tanking tactics covered above and before we’re through you might be able to say you DOMINATE!
Articles in this thread:
Part 1 – The Basics (You are here)
Part 2 – Combat Ratings
Part 3 – Armor: Mitigation vs. Avoidance
Part 4 – Hit Table and Threat Generation
Part 5 – Abilities and Rotation
Part 6 – Professions and Upgrades
Part 7 – Buffs and Starter Gear
















I’m going to disagree with Pursuit of Justice. I tank these bosses all of the time without the speed increase. Not my cup of tea. In my opinion, I’d rather have the talents in Seals of the Pure for the extra damage, meaning extra threat. As for Divine Sacrifice, I can see the theory, but just not for me. Good guide for beginners, though, keep it up!
Try 5/5 Conviction instead of 5/5 SotP, assuming you’ve got the gear (and by your post it seems you do), you get better return from the 5% crit then the extra damage from only SoV.
kk
I’ve only got my pally to 72 so far but this is great basic stuff for fresh nooby tanks like myself. I thought I was doing alright but now I have a few more things to work on it seem
Thanks for the great info, looking forward to the rest
Old Gits – my guild – is short of tanks, so my son told me to use his pally for tanking. He says pally tanking is soo easy. I started this week and I can already fight the flayers in Wintergrasp. Looking forward to the rest of the articles about pally tanking…………. Ty
i would also disagree with PoJ i have been tankadin since TBC,i personaly like reconing but thats my choice, those points are ones that can rly be put anywhere without making a major change
U know, i’ve been a fan of your posts for the last 2 years. I had never tank with my pally, always healed. Well, this post makes me want to try it. it’s basic, but well described. Never overestimate your readers and think we know it all. As for the talents, it’s a good start, those who disagree are welcome to reply if they leave an explanation. I also value their opinions. Which gear/gem is better? block, stamina, +defence, Can’t wait till next post.
Any suggestions for an ungeared recently 80 tanking DK? It would be great to read about point distribution for tanking DKs and relative gear advantages etc. Keep up the good ‘nub-friendly’ posts.
Just a thought? When I used to play my pally as a Tank i found that I really liked having engineering as a talent since you could use TNT to help with pulls and start getting aggro from a range. What are your thoughts of building that talent for only that reason?
Things have changed quite a bit since then
Paladins have quite a few ranged attacks now
Avenger’s shield
Exorcism
Hand of Reckoning
All of the above have a 30 yd range and you still got your Judgment on a 10-yard …
As far as professions go, Engineering is a useful one but not very empowering .. it’s convenient but not nearly as powerful as JC or as versatile. (We’ll cover professions in a subsequent post)
“Mobs are programmed to get behind you.”
Really? The only mobs I’ve had try to get behind me are the Warp Stalkers in Terokkar and player-controlled pets. I think always trying to get your back against a wall is gonna be more trouble than it’s worth other than in very specific knockback situations.
I could be wrong but what other mobs try to get behind you?
Great article though. My healadin just got some tankspiration.
Yeah … that was poor wording on my part. I noticed it after the article was published
The though I wanted to express was more in the sense that if you’re not careful about your positioning (and hence the Boss’ position) mobs WILL end up behind you as you’re trying to build up aggro on them
Also when you drop your Consecrate when tanking a boss, you’ll end up with aggro (which is what you want but if you’re not careful it’s easy to end up with 1 or 2 adds taking a swing at you from behind.
Standing with your back to a wall makes it impossible for mobs to get behind you. It’s more of a “newbie” thing to do but even the veterans can sometimes benefit from it.
One shortcut to that if you do have mobs hitting you from behind is to take one or two steps backwards. The mobs don’t have to be in front of you since you can dodge, block and parry attacks that come from the sides but it really is important not to let anything hit you from the behind if you can help it.
i agree with most of the basics on how to tank, good overall post.
Now time to nitpick a little bit. I like 5/5 Reckoning as it adds a ton of extra damage and threat, and also the new talent Divine Sacrifice and its improved form. Now that only one sacred shield can be in existence per Paladin, it helps in raids if your pally healer can put it on a different tank and you can throw a super one on yourself. Also in raid situations, i have been asked to bubble/Divine sacrifice to help raid damage.
You beat me to a subsequent article but this is as good a place to debate this point as any
I am in the middle of trying out some variations in this spec. For beginners this is highly recommended but as gear gets better you can afford to move some points around to get more DPS at the expense of something else.
I was never fond of Reckoning because White swings don’t really count for much and they don’t benefit from Righteous Fury (Holy Spells only) but I wanted to put some numbers down so here goes (rough #s)
Reckoning (5/5) gives a 10% chance to generate +4 weapon swings ( = 40% chance of +1 weapon swing)
Avg Damage from white swings ~400 every 1.7 sec (weapon speed) = 235 DPS
Crit = 800 but only 12.5 % of the time (100 damage /1.7 sec) = 58 DPS
235 + 58 = 293 and that only happens 40% of the time (293 *0.4)
=> Reckoning roughly translates to 117 DPS increase. with my current gear.
Let’s take Conviction instead (which is what I’m trying out now)
+5% crit on every spell and ability
I do roughly 1600-1800 DPS with the same gear as the above example.
Crit = 3200-3600 * 5% = 160-180 raw DPS increase. I know that this includes crit and you can’t do math like this and it’s not exact but I want to get a ball park figure …
So without having tried Reckoning in a real scenario the rough paper math tells me that Conviction is 43% better (~160 > 117 ) especially since the 117 doesn’t scale with Righteous Fury for threat where as Conviction does (Most of a paladin’s DPS is Holy … except for melee swings)
If I were to get my hands on a more powerful weapon however this might change and tip the scales but for now (Unless my math is wrong) I’ll stick with Conviction over Reckoning as an alternative to this spec.
I don’t tank and don’t want to but I enjoyed the article. Nice work, Agorg. Hope to read more articles from you in the future.
Holy cow i truly injoied this artical! I never thought pally tanking could sound so fun! Lots of great info for newb tanks like myself. i recently hit 70 with my holy pally, can u offer any healing tips at that lvl?
I thought the article was great! I’ve been leveling my future tankadin lately and have been absorbing all the info I can that will help me to improve. This article was a great help and I can’t wait until the next ones
One thing about some of the comments though, I thought that taking the talent Reckoning was a bad idea because if you attack more often then you can reset the boss’s parry chance and thus have more damage applied onto you by doing so? Thus putting not only you, but the whole group in greater danger. That’s just one of the other things I’ve glimpsed upon but it sounds feasible, is that true?
Haven’t heard that one yet, but it’s possible. I just avoided that talent for other reasons: (See one of my replies about this 4 posts up)
Melee is a smaller portion of my DPS (and threat)
Melee swings don’t get Righteous Fury Bonus (no threat)
If you do have 5 extra points to swing around the paper math tells me Conviction is better (depends on your weapon but … )
5% passive crit on everything vs. 1 extra white swing every other time probably on an internal cooldown …
Just my 2 cents
P.S I don’t claim to know everything … I just happen to have an opinion on it
Great article Agorg
As one who has been responsible for keeping you alive on many occasions I can vouch that we indeed suffered per your growing pains
All kidding aside you have become a very good tank and this is great advice for all tanks especially new tanks.
Haydenc
reply to oolong, yes its possible to reset a bosses swing timer, not parry chance, bosses have a standard 16 or 18 or something along those lines chance to parry an attack so each time they do that it will reset its swing timer resulting in a faster returning attack after your swing, however with a bit of expertise and gear to make up for this its really not all that big a deal, more trivial than anything. I was reading somewhere rather that its nearly impossible to have enough expertise with current equipment to negate this mechanic entirely and more things you get specifically for expertise you’re generally going to be losing other stats e.g. dodge / parry / block / block value / stamina / etc. so its not something to lose sleep over. A good healer and a well geared tank ( e.g. hayden and agorg ) will probably not even realize this is happening ( as confirmed by agorg not hearing of this mechanic as of yet ).
-Zmack-
I must respectfully disagree with your talent setup. It seems you’ve sacrificed Crit chance (which can very well be a great source of threat) for Divine Sacrifice (Which is great for 5-mans, but not really a raid thing) and PoJ. I personally go for the 0/53/18 Crusade build. It works wonders for my threat.
http://www.wowhead.com/?talent#sZA0xA0uMusIufdxf0×0c:L0pmz
That’s the build i’m referring to… some people switch divinity out for reckoning but that’s just stupid to do as your avoidance gets higher, less damage hits you thus you don’t get procs.
The glyphs are the ones I have on my tank. I go for Reduced Incoming Damage and heightened outbound damage.