Protection Paladin Tank Mythic+ Tips — Shadowlands 9.2.5
In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Protection Paladin in World of Warcraft — Shadowlands 9.2.5.
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 dedicated Mythic+ page below.
Covenant Abilities and When to Use Them
Protection Paladin is able to play with all 4 Covenants to varying degrees of success in Mythic+, with Venthyr being the most challenging to play around.
- 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
Righteous Protector will generally be your go-to talent as it gives quite the cooldown reduction to both Avenging Wrath as well as Guardian of Ancient Kings. This talent can bring Avenging Wrath down to a 1-minute cooldown and Guardian of Ancient Kings to a 3.5-minute cooldown in typical play. This would mean that you would typically have Avenging Wrath available for each pull and Guardian of Ancient Kings for every third pull making planning your defensive utility much easier.
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.
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 cleavable 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.
Shadowlands Season 4 Seasonal Affix: Shrouded
The fourth and final seasonal affix of Shadowlands is Shrouded. With this affix you will be gaining more stats as you progress through the dungeon. In theory this should make you more calculated with your pulls at the start of the dungeon, and more aggressive towards the end, but that is more to do with the dungeon design more than the affix.
In the Season 4 dungeons some mobs have been replaced by Dreadlords. There are a number of "regular" dreadlords (Nathrezim Infiltrators), and a miniboss (Zul'Gamux). All of them have a faint shadow around them and a friendly buff, Disguised.
At the start of each Season 4 dungeon with this affix there will be a Broker. This Broker is very interested in capturing these Dreadlords and as a reward they will give you a secondary stat of your choice. When you make this choice at the start of the Dungeon you will get two stacks of the buff, and as you deal with the Dreadlords in the Dungeon you will gain additional stacks.
If you forget to pick a buff, the default choice is Versatility.
Nathrezim Infiltrators are relatively simple enemies:
- Their tankbuster, Vampiric Claws causes them to heal for 300% of the damage dealt. The more you mitigate, the less they heal. This cannot be dodged, parried, or blocked.
- Periodically they will cast Carrion Swarm in a cone in front of them. Don't be in front of this. It deals a lot of damage and applies a 50% mortal strike effect.
- They also drop sleep puddles that move around (Similar to Lords of Dread). If you step in it, you are put to sleep. Avoid these.
Zul'Gamux, is tougher enemy with mechanics that will force you to aggressively target-swap to her and finish her off:
- All her melee attacks are empowered with Shadow Claws. If an attack lands a stack of this DoT will be applied.
- Blood Barrier will be cast periodically. Zul'Gamux applies a shield and channels this spell. Whilst this shield holds you are unable to interrupt this cast. This cast will drain health from your group, so your goal is to break the shield and interrupt the cast as your top priority.
- Shadow Eruption is pretty simple: Do not be in it.
- She also summons Hypnosis Bats. These fixate on a player and attempt to cast an 8-second fear cast. If the bat is not killed before the cast, the player fixated by the bat is terrified for 8 seconds.
Each time you capture a dreadlord, you are rewarded with an additional stack of secondary stats. When you capture Zul'Gamax, you are granted 3 stacks. This means that, as the Mythic+ dungeon you are in goes on, assuming you actually kill dreadlords, you will naturally get stronger.
Legion Timewalking Affix: Infernal
During Legion Timewalking Events introduced in Patch 9.1.5, you will have the possibility of re-experiencing some of the most memorable dungeons from Legion in a Mythic+ — but not quite Mythic+ — format. With it comes a new, Legion Timewalking-specific seasonal affix: Infernal.
Very reminiscent of Awakened (but without the upsides), three Legion beacons are placed near specific bosses in each dungeon. These spawn a commander and some demons that you have to kill.
These beacons automatically activate if not cleared when the nearest boss is pulled, and since the mobs that come out of it are not particularly friendly ( Observe Weakness from one of the lieutenants, for instance), we strongly recommend to just clear it first unless you have practised the affix and know what you are doing.
Essentially, do the portal, then do the nearby boss.
As playing around these seasonal affixes applies to more than just Protection Paladin, please feel free to consult our larger guide about Mythic+ and its affixes below.
- 28 Jul. 2022: Updated for Shadowlands Season 4.
- 31 May 2022: Page reviewed for Patch 9.2.5.
- 21 Feb. 2022: Reviewed and approved for Patch 9.2.
- 01 Nov. 2021: Updated for 9.1.5 and included affix information for Legion Timewalking.
- 28 Jun. 2021: Reviewed and approved for Patch 9.1.
- 09 Mar. 2021: Updated Level 50 talent suggestions.
- 06 Dec. 2020: Updated for Shadowlands Season 1.
- 13 Oct. 2020: Page updated for the Shadowlands pre-patch.
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