Protection Paladin Tank Mythic+ Tips — Shadowlands 9.0.2
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Protection Paladin in World of Warcraft — Shadowlands 9.0.2.
Mythic+ Guide for Protection Paladins
Protection Paladins are very strong in Mythic+ due to their self-and group healing, dispels, utility, and with their ability to lock down caster mobs with Avenger's Shield. While we are lacking the ability to force move enemies around, we make up for it in utility.
If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our Shadowlands Mythic+ Season 1 page below.
Covenant Abilities and When to Use Them
- Kyrian — Divine Toll should generally be used off cooldown for Holy Power generation. You can also opt to save it as an AoE interrupt.
- Venthyr — Ashen Hallow is another that should generally be used on cooldown ability. The only exception to this is if you are going to engage a trivial pack of enemies to save it for a more challenging group.
- Night Fae — Blessing of the Seasons should generally be placed on your group rather than yourself. They will be able to provide more utility throughout the dungeon from your blessings which facilitate a faster key time. A key example of this would be Blessing of Autumn on a Fire Mage to allow them to use Combustion more frequently, which in turn means you can pull bigger more often.
- Necrolord — Vanquisher's Hammer should just be used on cooldown. The impact of this covenant ability does not change how you approach any dungeon.
Best Covenants for Protection Paladin in Mythic+
- Kyrian will provide you with more control of your Holy Power throughout the key and give you AoE interrupt utility.
- Venthyr will provide you with more DPS, however it requires for each use to be more planned than Kyrian due to the longer cooldown. Any situations where you have an ineffective cast of Ashen Hallow means a lot of potential lost DPS and Holy Power.
If you wish to know more about Covenants, take a look at our Covenant guide. It will go over all 4 of them explaining their strengths and weaknesses.
Protection Paladin Utility
- Avenger's Shield is one of our strongest abilities in our toolkit for Mythic+. Not only does it interrupt, it will also silence enemies that can be silenced for 3 seconds. This allows you to almost fully lock down any caster by yourself, especially if they can be stunned by Hammer of Justice as well, and let the rest of the group deal with another caster.
- Hammer of Justice is a long single target stun that can be used often with the Fist of Justice talent. This can be used to make enemies non threatening for a couple of seconds or prevent them from moving if they may want to.
- Consecrated Ground is a very important tool to allow you to kite enemies, it easily has a 100% uptime and the cooldown of Consecration is so short that you can easily drop another Consecration down once they exit the first one.
- Blessing of Protection/ Blessing of Spellwarding and Blessing of Sacrifice are amazing tools in dungeons to help your group survive both dangerous affixes as well as abilities.
- Word of Glory and Lay on Hands are not only self-heal abilities, but can be used on group members to great effect as well to help the healer.
For more information about Protection Paladin abilities and how to use them, please refer to our rotation and cooldown page:
Legendary Powers for Protection Paladin
Bulwark of Righteous Fury is the strongest option for Mythic+ as it allows you to deal more AoE damage, which is the majority of your damage in dungeons.
While the two above are preferable Legendaries for Mythic+ there are plenty of other effects out there. For more in-depth information about Legendaries take a look at our Legendary page.
Trinkets and Gearing for Protection Paladin in Mythic+
Trinkets specifically for Mythic+ are primarily dictated by the key level you are engaging with. If its a key level that does not punish you and you can survive with your and your groups basic toolkits then offensive trinkets are the go-to here. If you require additional tools then trinkets are the answer!
For an in-depth analysis of the best gear for the right situations, check out our Gear page below.
Talents for Mythic+ Dungeons
Some dungeons may require a different set of talents, but in general, you should start with the following talents and only make changes if you know that you will need a different talent for a specific reason in a dungeon. For description of all talents, please refer to our Protection Paladin talents page.
|15||✓ Holy Shield||✗ Redoubt||✗ Blessed Hammer|
|25||✓ First Avenger||? Crusader's Judgment||✗ Moment of Glory|
|30||✓ Fist of Justice||✓ Repentance||✓ Blinding Light|
|35||✓ Unbreakable Spirit||✗ Cavalier||✓ Blessing of Spellwarding|
|40||✓ Divine Purpose||✗ Holy Avenger||✗ Seraphim|
|45||✗ Hand of the Protector||✓ Consecrated Ground||✗ Judgment of Light|
|50||✓ Sanctified Wrath||✗ Righteous Protector||? Final Stand|
Tier 1 (Level 15) Talents
Blessed Hammer excels at allowing you to cast while kiting to proc Avenger's Shield, a huge quality of life improvement but not always the best defensively. While you could use Redoubt for more sustained survivability, it will generally fall off between packs and take too long to build up to be worth a lot. Meanwhile, Holy Shield is great against blockable attacks, but mainly also against spells that you would otherwise not be reducing too much, as your active mitigation does not work against magic. It is a very stable and effective talent for survivability.
Tier 2 (Level 25) Talents
First Avenger provides a lot of absorbs when AoE tanking, and is generally the best talent against big groups of mobs. First Avenger falls off rather quickly when you are up against bosses in the dungeons.
Crusader's Judgment really picks up on the weakness of First Avenger against single target. It also provides more Holy Power which means more physical survivability as well as the fair amount of single target damage in dungeons.
Moment of Glory only serves as a big 3 target AoE burst ability, if you know you may need to chain interrupt or interrupt multiple mobs quickly after each other it gives you the ability to do so, but at a rather high cost compared to the other talents.
Tier 3 (Level 30) Talents
Both Fist of Justice as well as Blinding Light have their uses. We feel Fist of Justice has generally more use due to being able to lock down a target every 25seconds instead of 60seconds, but Blinding Light gives you the ability to do something extra, and can be very efficient at mass interrupting enemies if they have been stunned too many times. Repentance can be used, should your group seriously lack crowd control.
Tier 4 (Level 35) Talents
Blessing of Spellwarding can be used to great effect in most dungeons, not only on yourself but also on others to make them immune to magic abilities.
Should you rather want Blessing of Protection, you should use Unbreakable Spirit. Unbreakable Spirit is also strong by itself with allowing you to use Ardent Defender a bit more often, but Mythic+ is also long enough for the cooldown reduction of Lay on Hands and Divine Shield to make a difference as well.
Cavalier is the lazy option for dungeons to get more movement speed.
Tier 5 (Level 40) Talents
For the most part, you will want to run with Divine Purpose, as it gives a smoother damage intake than the other options over the whole dungeon. Holy Avenger creates a lot of burst potential against AoE pulls with allowing you to cast a lot of Shield of the Righteous that do AoE damage after one another. The Armor buff from Shield of the Righteous caps at 13.5 seconds, however, so you will definitely waste some uptime.
Seraphim is mainly an offensive option, however it is not always stronger than Divine Purpose, and it costs Holy Power to use as well. It provides a tiny damage dealing ability on a rather short cooldown.
Tier 6 (Level 45) Talents
Few classes have the ability to slow enemies as reliably as Paladins, thus Consecrated Ground is almost a necessity to have if you want to start to kite. Seeing as the other talents both perform very poorly in dungeons, it is an easy choice.
Tier 7 (Level 50) Talents
Final Stand can be a great tool in Mythic+ to allow you to survive otherwise impossible pulls, and it is good as an emergency cooldown, but best used to allow you to pull off incredible pulls; this, however, requires a game plan of where to use it and may go wasted a lot if you do not know when to use it.
Righteous Protector can provide a cooldown reduction on both Avenging Wrath and Guardian of Ancient Kings. Without Sanctified Wrath, Avenging Wrath is not a very powerful cooldown defensively, and if you want defensive capabilities Final Stand offers an incredible addition to your cooldown kit instead of just increasing in frequency.
For general information about affixes, see our general Mythic+ guide. Below we will mention some of the affixes where a Paladins utility can really help out.
Tier Two Affixes
- Sanguine places a pool of blood on the ground when an enemy dies. This pool will heal enemies who stay inside the zone, while damaging players. It can be wise to un-talent Consecrated Ground to easier move mobs out of Sanguine pools.
- Bursting causes enemies to detonate when slain, afflicting the group with a stacking debuff that causes players to suffer 10% of their maximum health in damage every four seconds. When handling the Bursting affix, make sure to help the rest of the group with Blessing of Spellwarding and Blessing of Sacrifice if you end up killing off a lot of enemies quickly after each other, and consider using Divine Shield for yourself. You can also spec into Hand of the Protector should more effective off-healing be needed.
Tier Three Affixes
- Grievous afflicts players with a stacking damage over time effect when they fall below 90%. Make sure to help your healer with Word of Glory heals on the group or talent it into Hand of the Protector should stronger off-healing be needed, each cast of Word of Glory will remove 1 stack of Grievous. It is also a good affix to make sure you have Blessing of Protection available to help your healer out, as Grievous is physical and can be removed with Blessing of Protection.
- Quaking will periodically attempt to interrupt casters by creating a damaging zone around each player. About 3 seconds after the zone forms, it will deal 20% maximum health in damage to each player caught in the zone and interrupt any casts being finished during the shockwave. Blessing of Protection will make you immune to the interrupt effect as well as the damage. This is a great tool if you have a bad timed Quaking (if, for example, the healer really needs to heal during it).
- Explosive will occasionally spawn Explosive Orbs that need to be targeted and burned down within a short period of time or they will deal significant damage to the party. Explosive Orbs are not cleaveable and the amount of orbs that spawn scales with the amount of enemies pulled. Should you be running with Crusader's Judgment you have a great tool against this affix as Judgment deals with the orbs very well. Explosive Orbs can be killed with Avenger's Shield as well, as long as you target the orb when casting.
- Necrotic debuffs the target of enemy melee swings with stacking healing reduction bleed and a minor damage over time effect. Blessing of Protection and Divine Shield are great tools to remove all your debuffs, coupled with a cancelaura macro. Final Stand can easily help set up a good pull to enable you to get control of the first part of an engagement.
Seasonal Affix: Prideful
Every 20% of trash percentage completed will spawn a Manifestation of Pride. When this has been defeated, it will provide the party with the Prideful buff, which increases damage and healing by 30%, movement speed by 60% and 5% mana regeneration per second.
It is not for free, the Manifestation of Pride can be dangerous and requires careful planning to ensure you fight it on your terms.
The Manifestation of Pride has two major abilities to be careful of:
- Belligerent Boast — One player in the party will be targeted with this and have 4 telegraphed lines around them. After 4 seconds these lines will shoot from them and any player hit will take a large amount of Shadow damage.
- Bursting With Pride — Whilst the add is alive it will trigger this group wide damage every 2 seconds. Each cast will increase the damage dealt by 40%. This puts you on a strict timer to kill the add before it kills you!
If you wipe whilst killing the Manifestation of Pride it will return to where it spawned from. It will NOT regenerate any health.
If you deplete your key there will be an NPC will spawn at the location of the final boss who will spawn an additional Manifestation of Pride for you and clear your Bloodlust debuff.
- 06 Dec. 2020: Updated for Shadowlands Season 1.
- 13 Oct. 2020: Page updated for the Shadowlands pre-patch.
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