Professions for the Tank: an exercise in futility if you get it wrong
My personal choice for professions is based solely on what they bring to the fight. As a Tank you are expected to be the best you can be and nothing less. As much as I like some of these professions and most of them can be quite useful, they are not all equal for the role we play in a group.
This article will help you determine what professions are best for you as a Paladin Tank:
- Herbalism: a Heal over time every 2 minutes that will sometimes save you … but it’s a HoT and if your healers are on the ball it’s relatively useless.
- Alchemy: Twice as long potions/flasks and a minor effect increase: that’s nice
- Inscription: No farming Sons of Hodir rep for the shoulder enchants, “scroll of Recall” is handy but overall, lacks a little luster for my tastes.
- Skinning: Crit bonus: not exactly our most praised stat as a tank.
- Leatherworking: Utterly USELESS in a raid.
- Engineering: Handy and fun to tinker with, expensive to level, it had its uses when Palys didn’t have any ranged abilities, but now is not nearly as efficient as other professions.
- Enchanting: Extremely profitable if you’re using the AH Mastery Guide but useless to a Tank… better suited to Tailors/Cloth wearers)
- Tailoring: Even more useless then leather working, unless you absolutely MUST ride your flying carpet into battle!
- Blacksmithing: Expensive to level, but adds 2 Prismatic sockets to your gear: extremely convenient and very useful.
- Mining: 60 Stam bonus when maxed along with the ability to make Titansteel, and gather Ore.
- Jewel crafting: Finally the BEST (and arguably the most expensive) profession for a tank: Jewelers’ gems baby … that’s what it’s all about. Especially at early levels this single ability can make the difference between sitting out a raid at 535 Def rating and picking up all the gear that drops in a single run just because nobody needs it. This will allow you to customize your character more then any other profession in the game, it gives you versatility and is an absolute MUST when upgrading gear since you may have to re-socket 2-3 pieces just to be able to wear the new whatever you just won.
For my money Mining and JC are the best. Some will argue Blacksmithing for the two extra sockets that will hold prismatic gems. All I have to say about that is: if you’re going to fill those up with Stamina (like you should) then Mining is a direct equivalent with the 60 Stam Mining bonus (2x 30Stam gems), it’s far cheaper to level, you’ll actually MAKE money with it and it will subsidize your other expensive profession: Jewel crafting!
For other classes that would like to add versatility or fill the need for a very specific stat (Druids & Armor Pen) then Blacksmithing and JC are the better (and most expensive) way to go.
Gems you want:
- Blue: Stamina, Stamina and MORE STAMINA!
- Red: Strength > Expertise > Attack Power
- Yellow: Defense Rating > Hit Rating > Crit.
- Orange, Green, Purple: Pick any of the stats above and get the corresponding mixed one.
Now let’s go over what enchants/Gems you want to have on your gear.
Head
- Arcanum of the Stalwart Protector: 37 Stam; 20 Def – Argent Crusade: Revered
- Arcanum of the Defender: 16 Def; 17 Dodge – Keepers of Time: revered
You’ll want to get to Revered with Argent Crusade as soon as possible since you’ll be putting that on every helm you will ever wear during your career as a tank.
Meta Socket
- Austere Earthsiege Diamond 32 Stam; +2% Armor from gear
- Eternal Earthsiege Diamond 21 Def; +5% Block Value
In the beginning you might want to consider the Eternal for the Def bonus but could easily migrate to the Austere as your gear gets better (2% of 25,000+ is nothing to sneeze at)
Shoulder
- Greater Inscription of the Pinnacle: 20 Dodge; 15 Def – Sons of Hodir: Exalted
- Lesser Inscription of the Pinnacle: 15 Dodge; 10 Def – Sons of Hodir: Revered
- Master’s Inscription of the Pinnacle: 52 Dodge; 15 Def – Inscription (400)
Sons of Hodir are the only faction that sell Shoulder Enchants. You will have to grind that rep eventually, so might as well get the (super) long quest chain going while you’re making your way to 80. This is a must since you’ll need that rep for every shoulder enchant regardless of what you choose to do with your Paladin Character.
Cloak
- Enchant Cloak: Titanweave 16 Def
- Enchant Cloak: Major Agility 22 Agi
- Enchant Cloak: Mighty Armor 225 Armor
- Enchant Cloak: Superior Agility 16 Agi
- Enchant Cloak: Steelweave 12 Def
Agility is far from being the best stat for Tanking but it goes a long way when it comes to avoidance. In this particular scenario when you start having choices you can keep the Titanweave enchant and start changing out some of your Gems instead.
Chest
- Enchant Chest: Super Health275 Health (roughly equivalent to 21 Stamina for Paladins)
- Enchant Chest: Powerful Stats +10 to All stats
- Enchant Chest: Greater Defense 22 Def
- Enchant Chest: Super Stats +8 to All Stats
- Heavy Borean Armor Kit 18 Stam
Greater Def has most itemization and will definitely help with reaching the Def cap initially but you might want to consider Powerful Stats as your end-game raiding chest enchant since Paladins are one of the few classes that actually benefit from most of the 5 stats (Str, Agi, Stam, Int, and less from Spirit)
Wrists
- Enchant Brace: Major Stamina 40 Stamina
- Enchant Bracer: Major Defense 12 Def
- Fur Lining: Stamina 90 Stam (Leatherworking 400)
Here again Defense until you reach the Cap and then switch to Stam. You can never have too much Stam: Ask any healer.
Hands
- Enchant Gloves: Armsman 10 Parry; +2% Threat
- Enchant Gloves: Major Agility 20 Agi
- Enchant Gloves: Precision 20 Hit
- Enchant Gloves: Expertise 20 Expertise
- Enchant Gloves: Major Strength 15 Str
- Reticulated Armor Webbing 885 Armor (Engineering 400)
- Hand Mounted Pyro Rocket 1654-2020 Fire Damage on a 45 sec CD (Engineering 400)
Armsman is your best bet initially from a Defensive stand point, although you may want to consider the Strength (even if it is a Burning Crusade Enchant) for more DPS down the line.
Waist
- Eternal Belt Buckle Adds a Prismatic Socket to your Belt
A must have for EVERY belt you ever buy. Being a Jewel Crafter this gives you Options.
Legs
- Frosthide Leg Armor 55 Stam; 22 Agi
- Jormungar Leg Armor 45 Stam; 15 Agi
The Jormungar Leg armor is far cheaper than the Frosthide, so if you plan to upgrade soon you may want to hold back if money is an issue.
Feet
- Enchant Boots: Greater Fortitude 22 Stam
- Enchant Boots: Tuskarr’s Vitality 15 Stam +8% Run speed Increase
Greater Fortitude if you have PoJ, Tuskarr’s if you don’t.
Weapon
- Enchant Weapon: Mongoose the Agility on proc is worth quite a bit of Avoidance.
- Enchant Weapon: Blood Draining The BEST enchant you can get (worth ~200 Stam)
- Enchant Weapon: Blade Ward Possibly the 2nd Best enchant
- Enchant Weapon: Accuracy 25 Hit; 25 Crit
- Enchant Weapon: Potency +20 Str
- Enchant WEapon: Titanguard +50 Stam
- Titanium Weapons Chain 28 hit; -50% disarm duration
As expensive as you think Blood Draining might be, an instant heal worth 2000 health that only procs when you need it (fall below 35% health) is about as good as it gets. It’s the equivalent of 200 Stamina … no other enchant even comes close.
Shield
- Enchant Shield: Defense 20 Def
- Enchant Shield: Major Stamina 18 Stam
- Titanium Plating 81 Block Value
As with other pieces of gear, initially you’ll want the Def to reach the Cap but should switch to Stam or Block Value down the line. (81 Block value is far from negligible).
This should cover most of our bases when it comes to upgrading our gear and will show you most of your options. Knowing is half the battle, now you KNOW: get out there and Dominate!
Articles in this thread:
Part 1 – The Basics
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 (you are here)
Part 7 – Buffs and Starter Gear