Jump to content
FORUMS
Damien

Protection Paladin 6.2

Recommended Posts

In terms of value, Stamina is listed as equal to mastery. However you should never ever stack it, since you get enough as it is from gear. Stamina just makes your healthbar look more consistent while taking the same damage. It's recommended to just not gem it, you should just happen to get it when you get socket bonuses/upgrades.

 

When comparing gear of different item levels, often times it's best to just ignore the stamina as well, though in cases where the upgrade is large (say +40 ilvls) then you will want to go with the stamina to help your healers keep you from spiking (except if its a matter of 4set, keep your 4sets if youre using Eternal Flame).

Share this post


Link to post
Share on other sites

You are missing Stamina in stat priority chart.

 

Stamina is discussed in the stats page, but due to its nature, it's really not possible to just put it into the priority list. It doesn't matter much anyway, because as Fouton says, you shouldn't be actively gearing for it in any way. The only exception is some gimmicky fight or something like this, but that's very unlikely.

Share this post


Link to post
Share on other sites

Just putting my thoughts out there... isn't haste still an insanely highly recommended stat ? considering that it increases your holy power regenaration and therefore makes you able to keep up wow_icon_ability_paladin_shieldofvengean Shield of the Righteous ALOT more... on my paladin i am going currently as much haste as i possibly can, i have around 52% haste and i am able to keep an uptime on wow_icon_ability_paladin_shieldofvengean Shield of the Righteous about 80% or more of the intire fight (note that i also have wow_icon_spell_holy_divinepurpose.jpg Divine Purpose) but i do understand that ofc it is recommended to keep a balance of some kind between mastery and haste in order to increase the dmg reduction of the spell itself.. this is atleast what i am doing, and it is working like a charm, able to solotank close to everything, and dont need a healer for when im doing towers on galakras on HC (old normal)

  • Haha 1

Share this post


Link to post
Share on other sites

Just putting my thoughts out there... isn't haste still an insanely highly recommended stat ? considering that it increases your holy power regenaration and therefore makes you able to keep up wow_icon_ability_paladin_shieldofvengean Shield of the Righteous ALOT more... on my paladin i am going currently as much haste as i possibly can, i have around 52% haste and i am able to keep an uptime on wow_icon_ability_paladin_shieldofvengean Shield of the Righteous about 80% or more of the intire fight (note that i also have wow_icon_spell_holy_divinepurpose.jpg Divine Purpose) but i do understand that ofc it is recommended to keep a balance of some kind between mastery and haste in order to increase the dmg reduction of the spell itself.. this is atleast what i am doing, and it is working like a charm, able to solotank close to everything, and dont need a healer for when im doing towers on galakras on HC (old normal)

This kind of thing depends a lot on your tanking style, and the environment in which you are in. For example, why I would say that it is impressive that you can solo-tank the towers without needing any healers, I'd ask why you would ever need to do that to begin with, since you have healers in the raid.

 

The guides we write are intended to be of use to characters progressing on difficult content. Not the most cutting edge of progression, because that's really where the innovation happens, but not farming old content either, because that's where you can get away with a lot.

 

So, I'm confident to say that if you were to be doing the same fight on Mythic, or progressing on a boss in the upcoming Highmaul, you'd find that Mastery would help you more.

Share this post


Link to post
Share on other sites

Hi,

 

I am playing a paladin protection / retribution

 

I am a little bit confused by your guide and the 6.0.2 patch note. (it will not be the first time with Blizzard but...)

 

So patch notes says:

 

Secondary Stat Attunements

A new concept that we’re introducing is each specialization having an attunement to a particular secondary stat. These take the form of a passive ability that grants a 5% increase to the amount of a specific secondary stat gained. This provides a good starting point for where to focus your secondary stats. Usually, it will be your highest throughput stat (not counting Spirit for Healers, and Bonus Armor for Tanks, which is an optimal secondary stat in most cases). There are exceptions, and raw throughput may not even be the biggest concern in some situations. Treat this as a guideline, not a rule, about which secondary stat to favor.

 

  • All specializations now receive a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities.
  • [... other classes ...]
  • Paladin
    • Holy: Critical Strike
    • Protection: Haste
    • Retribution: Mastery

 

 

and in your guide you says that Mastery is top priority:

 

 

The stat priority for Protections Paladins is as follows:

  1. Mastery;
  2. Bonus Armor;
  3. Versatility;
  4. Haste to 50%;
  5. Critical Strike;
  6. Multistrike.

 

is everything ok and all right?

 

Do we have to prioritise Haste up to 50% and then Mastery (for enchant and gems) or prioritise Mastery?

 

Thanks

  • Like 1

Share this post


Link to post
Share on other sites

This kind of thing depends a lot on your tanking style, and the environment in which you are in. For example, why I would say that it is impressive that you can solo-tank the towers without needing any healers, I'd ask why you would ever need to do that to begin with, since you have healers in the raid.

 

The guides we write are intended to be of use to characters progressing on difficult content. Not the most cutting edge of progression, because that's really where the innovation happens, but not farming old content either, because that's where you can get away with a lot.

 

So, I'm confident to say that if you were to be doing the same fight on Mythic, or progressing on a boss in the upcoming Highmaul, you'd find that Mastery would help you more.

i do see your point, why is it needed to go without healer in the towers when there is a healer for it anyways, and about the part were i might find mastery more valueable in progress runs, again, i do see your points but isn't it kinda useless to go mastery without haste? mastery increases your block chance and increase the damage reduction value on  wow_icon_ability_paladin_shieldofvengean Shield of the Righteous, but you cant block more than 30% of the incoming dmg, no matter how much mastery you have. and without haste your uptime on holy power will be very low, and therefore you wont have  wow_icon_ability_paladin_shieldofvengean Shield of the Righteous up very much of the fight.. so basicly im just wondering if it wouldn't be more valueable to go for 50% haste before you start going for mastery?

Edited by Pixi
  • Confused 1

Share this post


Link to post
Share on other sites

While haste is an extremely useful stat, theory crafters have shown through sims and with direct math that mastery will help more. The thing to note about mastery is that it helps in multiple ways, rather than just Shield of the Righteous, and often times a healthy balance of both haste and mastery will be useful. Since a balance is nice, and haste comes easier, stacking Mastery will keep them evened out in value. A direct-math standpoint is that you reduce the most damage when your shield of the righteous damage reduction% equals your uptime %.

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites
Guest Truls

I'm curious, Guarded by the Light has disappeared from our spellbooks, did something else take it's place?

Share this post


Link to post
Share on other sites

Hi,

 

I am playing a paladin protection / retribution

 

I am a little bit confused by your guide and the 6.0.2 patch note. (it will not be the first time with Blizzard but...)

 

So patch notes says:

 

 

and in your guide you says that Mastery is top priority:

 

 

is everything ok and all right?

 

Do we have to prioritise Haste up to 50% and then Mastery (for enchant and gems) or prioritise Mastery?

 

Thanks

 

The stats priority should be fine as listed on the website at the moment. Prioritise Mastery. Haste to 50% merely indicates that it's of value to you (and more so than Critical Strike) until that point, after which it is not.

Share this post


Link to post
Share on other sites
Guest Yridaa

Tier 2:

 

"The talent choice here is largely irrelevant, and it will not impact your performance in any way"

 

 

I beg to differ:

 

First of Justice allows for some reasonably/very powerful defensive cooldown;

 

 

Spoils:

 

Using it just when Kor'thik Warcaller's spell_shadow_unholyfrenzy.jpgEnrages, especially in Mythic.

 

 

Amalgamation of Corruption:

 

Using it when two Manifestation of Corruption's spawn and the other tank is phased. This allows you to taunt 1 manifestation and stun the other until the taunt comes off CD.

 

 

Galakras:

 

Interrupting  Dragonmaw Bonecrusher's ability_ghoulfrenzy.jpgFracture, interrupting Dragonmaw Tidal Shaman's spell_nature_healingwavegreater.jpgChain Heal.

 

 

General Nazgrim:

 

Stunning any add.

 

 

Malkorok Mythic:

 

Taunting the Living Corruption, and applying the stun when it is between melee and ranged. This way no one gets the ability_warlock_soulswap.jpgLanguish debuff.

 

 

Siegecrafter Blackfuse:

 

Stunning Crawler Mines

 

 

Paragons of the Klaxxi:

 

Stunning almost all adds

 

 

Garrosh:

 

Stunning players afflicted by ability_garrosh_touch_of_yshaarj.jpgTouch of Y'Shaarj before it gets Empowered.

 

 

 

 

The other Tier two abilities don't come close towards the utility and defensive CD that the Fist of Justice has.

 

 

I've been using Icy-Veins for years but I almost always put really big question marks on some of your decisions. I guess I sound like an ass with this criticism, but I honestly feel that sometimes you could use a different point of view on some of your choices.

 

That said though, I know a lot of you put tonnes of effort into the site and to make it easier for everyone. I value the craftsmanship that went into it for years.

 

 

I wish you could be a bit more elaborate on some of the choices made, and I wished I bit the bullet and came with criticism sooner.

 

 

There's another great example I would like to put up, but am very interested to see if you can find out for yourself (Yourselves?). If you like to be challenged, try to find out why I strongly disagree with your opinion of your Tier 6 Choices. The more thought you put into it the more elaborate I'll be and see if I can change your opinion.

 

Thrill of discussions.

Share this post


Link to post
Share on other sites

Tier 2:

 

"The talent choice here is largely irrelevant, and it will not impact your performance in any way"

 

 

I beg to differ:

 

First of Justice allows for some reasonably/very powerful defensive cooldown;

 

 

Spoils:

 

Using it just when Kor'thik Warcaller's spell_shadow_unholyfrenzy.jpgEnrages, especially in Mythic.

 

 

Amalgamation of Corruption:

 

Using it when two Manifestation of Corruption's spawn and the other tank is phased. This allows you to taunt 1 manifestation and stun the other until the taunt comes off CD.

 

 

Galakras:

 

Interrupting  Dragonmaw Bonecrusher's ability_ghoulfrenzy.jpgFracture, interrupting Dragonmaw Tidal Shaman's spell_nature_healingwavegreater.jpgChain Heal.

 

 

General Nazgrim:

 

Stunning any add.

 

 

Malkorok Mythic:

 

Taunting the Living Corruption, and applying the stun when it is between melee and ranged. This way no one gets the ability_warlock_soulswap.jpgLanguish debuff.

 

 

Siegecrafter Blackfuse:

 

Stunning Crawler Mines

 

 

Paragons of the Klaxxi:

 

Stunning almost all adds

 

 

Garrosh:

 

Stunning players afflicted by ability_garrosh_touch_of_yshaarj.jpgTouch of Y'Shaarj before it gets Empowered.

 

 

 

 

The other Tier two abilities don't come close towards the utility and defensive CD that the Fist of Justice has.

 

 

I've been using Icy-Veins for years but I almost always put really big question marks on some of your decisions. I guess I sound like an ass with this criticism, but I honestly feel that sometimes you could use a different point of view on some of your choices.

 

That said though, I know a lot of you put tonnes of effort into the site and to make it easier for everyone. I value the craftsmanship that went into it for years.

 

 

I wish you could be a bit more elaborate on some of the choices made, and I wished I bit the bullet and came with criticism sooner.

 

 

There's another great example I would like to put up, but am very interested to see if you can find out for yourself (Yourselves?). If you like to be challenged, try to find out why I strongly disagree with your opinion of your Tier 6 Choices. The more thought you put into it the more elaborate I'll be and see if I can change your opinion.

 

Thrill of discussions.

 

You are right. We've historically treated the talents that give you a stun (or improve it) as simply CC (for example Mighty Bash for Guardian Druids), but it is true that you can use them quite well to mitigate add damage. We'll amend the guide to make a note of the usefulness of these talents.

 

As for tier 6 talents, I can't quite say what your gripe might be. The discussion we have there is fairly open-ended. Perhaps you disagree with the idea that the greater number of global cooldowns spent on Holy Prism is a disadvantage (since you can also use it "when you need it")?

 

thanks a lot Vlad and Fouton

 

You are very welcome.

Share this post


Link to post
Share on other sites

Bring the Tier 6 discussion to the paladin forums and I'll gladly put out a good debate :) The basics of it though is: Execution sentence is single target king, lights hammer is AoE burst king, holy prism is add control king. Overall prism takes away from mitigation slightly and sims worst, but can have an amazing utility to picking up adds. It's a matter of using it for the right fight.

Share this post


Link to post
Share on other sites
Guest Beergo99les

Man i've been reading tanking feedback for WoD all night. It's 5 am and I have to go to work, i'm that dedicated to this. My guild needs me, my friends need me. When I look at the boss fights of the first raid, I see heavy tank single target damage. With dots and having to swap. I'm just trying to figure out which class can boss tank the best and i'm not really sure because over 3 hours of reading, I just can't pick. I'm noticing a "it's balanced" vibe for this expansion.

Share this post


Link to post
Share on other sites
Guest Guvante

Should Haste be avoided or treated as secondary to Mastery/Bonus Armor? It appears that the value and rarity of Bonus Armor makes it first and Mastery great due to its various effects, but the stat listing puts Haste as dead last yet half the points and discussions talk about haste as being just below Mastery in effectiveness.

Share this post


Link to post
Share on other sites

Should Haste be avoided or treated as secondary to Mastery/Bonus Armor? It appears that the value and rarity of Bonus Armor makes it first and Mastery great due to its various effects, but the stat listing puts Haste as dead last yet half the points and discussions talk about haste as being just below Mastery in effectiveness.

You should always follow the actual priority of stats (so, that puts Haste dead last). The order of the paragraphs describing the stats is not an indication of the value of those stats :)

Share this post


Link to post
Share on other sites
Guest Kirta

I dont see sanctity of battle passive on my friends paladin.Did they remove it ?

Share this post


Link to post
Share on other sites
Guest Joe

The Rotation section of the Prot guide needs some updating. It says that SotR is useless against magic damage, which is no longer true if you take Holy Shield at level 100. 

Share this post


Link to post
Share on other sites

I dont see sanctity of battle passive on my friends paladin.Did they remove it ?

It still exists, it just doesn't show up in the spell book anymore.

 

The Rotation section of the Prot guide needs some updating. It says that SotR is useless against magic damage, which is no longer true if you take Holy Shield at level 100. 

Thank you. I will look into this now.

Share this post


Link to post
Share on other sites
Guest DT-

And what profit do you get from SotR against magic dmg with holy shield? Holy shield adds you an ability to block spells, but block value not affected by SotR.

Share this post


Link to post
Share on other sites

And what profit do you get from SotR against magic dmg with holy shield? Holy shield adds you an ability to block spells, but block value not affected by SotR.

That's right, indeed!

Share this post


Link to post
Share on other sites
Guest Allelya

The tool tip information that appears when hovering over your link for Sanctified Wrath is not the same as what I am seeing live, in-game when I look at my talents. 

 

In-game, mine says the following: Your Holy Wrath now generates 1 Holy Power, and deals 100% additional damage. 

Share this post


Link to post
Share on other sites
Guest Jordan

Any thoughts on the worth of Kyb's Foolish Perseverance? Is the 594 stam worth it? Or is it better to focus trinkets with mastery, bonus armor or vers?

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We have a big one today as Lorekeeper.net got a hold of Narrative Lead Steve Danuser and got a whole lot of new info from him on many different aspects of the Shadowlands. We even got an answer to the very frequently asked question about what happens to Alternate Universe souls when they die, aka is there an AU Shadowlands! And even thought the answer is somewhat vague, it's a definitive one - there is only one Shadowlands and all souls from any parallel universes end up there.

      We also learned a lot more from the interview, like:
      Time is different in the Shadowlands and that affects everything else (related to most of the other answers below). Other cosmic force characters (Life, Death, Order, Disorder, Light, Void), like the Naaru, don't go to the Shadowlands when they die, as they go back to their point of origin and reform over time, barring any intervention. Some Necromancer class rumors were dispelled, Maldraxxus wasn't intended as a tease for it. We got an explanation as to what exactly happens when someone is raised from the dead, with the Forsaken in focus and their relationship to Death as the cosmic force that now anchors their souls to their bodies, whereas Life served that function when they were alive. And so their souls are not in the Shadowlands but simply bound to their bodies by a different source than in life. We also found out what the relationships of couples and close relationships are like after death in the Shadowlands - with another relatively vague answer with Draka's example - basically she's busy with the events in the Shadowlands to think about her mortal life, and since time is different she doesn't really perceive it as an issue. There are additional parts of the Shadowlands the team didn't get to explore, but will in future updates. There's a whole lot to more unpack and read about in the massive interview, and all of it is extremely interesting, and not only for lore enthusiasts, as the Shadowlands really does act as a big setup for expanding the Warcraft universe. Definitely go check out the full thing as it's full of pretty huge revelations, even in addition to the highlights we pulled out above.
    • By Stan
      The <PMA> guild of Tarren Mill (EU) has partnered up with an esports organization called MnM Gaming, and they are giving away a bunch of cool stuff, including Mythic Jaina/N'Zoth mounts, brutosaurs, and more.
      PMA, the world's top 10 guild, today announced their partnership with the MnM Gaming, a leading British esports club, and they are giving away:
      4x Ny'alotha Allseers 8x Glacial Tidestorms 2x Reins of the Mighty Caravan Brutosaurs 5x Shadowlands Heroic Edition 5x Shadowlands Epic Edition 20x 30-Day Game Time Head over to their Gleam.io page to participate in the giveaway that ends in 7 days.

    • By Starym
      We have some more very interesting maps to take a look at, as redditor ChromeDragon has created a new territorial/political map for Classic/Vanilla, featuring both the civilized races and the somewhat more savage/adversarial mob races as well! These two maps are also interesting to use as comparison to how things changed later down the line in Warcraft's history, especially with the Cataclysm and more recent, tree-burning and Warfront events.
      We start off with the new map, featuring the less civilized or forgotten races of Azeroth or rather the player antagonists int he game, those that don't show up on other similar maps. They don't hold quite as much territory, what with players coming in every 2 minutes and ransacking their homes, but it's still interesting to see where some of the more prominent settlements are. From Murlocs to Furbolgs, Centaurs, Harpies, Quillboars and so on, there's many of them out there controlling a lot of territory and while there might be some missing, it's still a great overview!

      The exact description from ChromeDragon for the above was "Basically a political map of azeroth if you removed all the races capable of building two story buildings", which sparked quite a fun conversation over on reddit, so make sure to check that out as well.
      And then there's the older, more traditional map, created quite a while ago, covering the territories of the races and tribes we're more familiar with, from playable races to NPC ones, like Orcs, Night Elves, Dwarves and organizations like the Scarlet Crusade, Cenarion Circle etc.

      Source 1, 2.
    • By Stan
      We're looking at the Druid class changes that went live in the latest Shadowlands Beta build.
      Druid
      Balance
      Starfire - Call down a burst of energy, causing [ 76.5% of Spell Power ] Arcane damage to the target, and [ 25.2% of Spell Power ] Arcane damage to all other enemies within 8 yards. Restoration
      Memory of the Mother Tree (Legendary Power) - Wild Growth has a 25% 50% chance to cause your next Rejuvenation or Regrowth to apply to 2 additional allies within 20 yards of the target. The Dark Titan's Lesson (Legendary Power) - You may Lifebloom two targets at once, and Lifebloom's final healing is increased by 75% 25%. Verdant Infusion (Legendary Power) - Swiftmend no longer consumes a heal over time effect, and extends the duration of your heal over time effects on the target by 10 6 seconds. PvP Talents
      Master Shapeshifter
      Balance: After you enter Moonkin Form, the cast time of your Wrath, Starfire Wrath and Starsurge Starfire is reduced by 30% and their damage is increased by 20% for 10 sec. Feral: While in Cat Form, your bleed damage is increased by 25% 30%. Moon and Stars
      Normal: Celestial Alignment Entering an Eclipse summons a beam of light at your location granting you 70% reduction in silence and interrupts for 10 sec. Incarnation: Chosen of Elune: Incarnation: Chosen of Elune summons a beam of light at your location granting you 70% reduction in silence and interrupts for 10 sec.
    • By Starym
      Here come more realm connections, and the citizens of Khadgar are terrified. The postponed connection of their realm with 3 others caused a little time travel accident and reverted many characters to their Mists of Pandaria days, or as Blizzard refer to it below it "ran into issues".
      Let's hope it goes smoothly this time around, as the aftermath of the previous "issues" is still being resolved.
      Realm Connections (source)
      Following regularly scheduled weekly maintenance on Tuesday, September 29, the following realms will be taken offline. During this additional maintenance period:
      The Exodar and Medivh realms will be connected to the Alleria and Khadgar realms. As many players know, this connection was previously planned and ran into issues.
      On Tuesday, we’ll begin the additional maintenance period for these four realms at 8:00 am. PDT (11:00 a.m. EDT), and the realms will come back online when the connection process is completed, which we’re estimating to be around 4:00 p.m. PDT (7:00 p.m. EDT).
×
×
  • Create New...