Offspec: Protection Paladin Tips & Tricks

Featured

 Offspec is a new column that will feature tips and tricks for non-healing specializations.  Currently, Offspec is not on a set release schedule.  However, our ever expanding staff hopes to produce more tips and tricks articles at an increased frequently.  Offspec articles are written by freelance contributors who specialize in high-end theorycraft for a non-healing spec.  

Welcome to Memoryleak’s Protection Paladin tips and tricks guide for normal and heroic Siege of Orgrimmar!  Remember, these tips and tricks articles are not encounter guides.  Rather, as the name suggests, we offer unique insights that you may not have previously thought about.  As always, feel free to reply to this article with any comments and questions or shoot us a tweet @Healcraft and we will respond ASAP.  Finally, this article will be continually updated throughout the tier as we discover new tips.  Check back frequently!

The following guide will very briefly discuss talent choices and my personal experiences with the encounters.  As a minor note, glyphs for protection paladins are mostly damage increases.  I will include specific notes for these if mechanics call for it.

Immerseus:

Glyphs:

  • Holy Wrath:  Adds are able to be stunned if need be.
  • Unglyphing Divine Protection is viable here, the largest damage bursts are magic.

Talents:

  • Tier 1:  Speed of Light can be useful if you need to kill adds on the other side of the room or reposition quickly.
  • Tier 2:  Fist of Justice for stunning adds.
  • Tier 3:  Eternal Flame/Sacred Shield:  If you are not comfortable with how low corrosive blast brings you, Sacred Shield is good.  Otherwise, Eternal Flame is the way to go.
  • Tier 4:  Unbreakable Spirit is pretty much default on every fight with only rare exceptions.
  • Tier 5:  If you have T16 4-set, always go with Divine Purpose.  If not, Holy Avenger is another choice.
  • Tier 6:  Execution Sentence (or Lights Hammer for heroic, see below).

Heroic:

Tanking Boss:  Be very careful to not aggro adds.  Try to avoid using eternal flame and glyph into a full single target spec.  Additionally, toggling righteous fury can help with add aggro.

Tanking Adds:  You’re going to need some assistance rounding up adds via misdirects or cooldowns. Also, avenging wrath, holy avenger, and lights hammer are helpful.

Transition:  If you get put on puddle duty, stand on the edge.  DO NOT fall into the trap of standing in the the center; this is a common mistake.  The puddle will only expand if an add gets into it, standing on the outer rim is the safest bet.  The puddle will shrink as it gets to you, as opposed to you standing in the middle.  If you see a group of adds get close, you can run into the middle and start rotating defensive cooldowns to slow the growth.  However, even by doing this the puddle will only shrink so much.

Fallen Protectors:

Glyphs:

  • Divine Protection.
  • Two damage increasing glyphs of your choice.

Talents:

  • Tier 1:  Speed of Light is recommended.
  • Tier 2:  N/A
  • Tier 3:  Eternal Flame.
  • Tier 4:  Unbreakable Spirit or Clemency.  If your raid is having issues healing garrotes, double hand of protections (via clemency) can be helpful.  Otherwise, stick with unbreakable spirit.
  • Tier 5:  If you have T16 4-set, always go with Divine Purpose.  If not, Holy Avenger is another choice.
  • Tier 6:  Execution Sentence or Lights Hammer.  This depends on your raids damage intake.  If your healers are feeling stressed, lights hammer will help on stack up points (ie. Sun’s desperate measures).

Normal & Heroic:

If you’re tanking He be mindful of his gouge ability.  If you get stunned, you can use divine shield into reckoning to avoid a death.  Remember to cancel the divine shield aura after the stun is broken (/cancelaura Divine Shield).  Additionally, the Every Man for Himself racial ability will break the stun as well.

Norushen:

Glyphs:

  • Divine Protection.
  • Two damage increasing glyphs of your choice (focus on single target).

Talents:

  • Tier 1:  Long Arm of the Law is helpful for the frequent movement resulted from the look within and blind hatred mechanics.
  • Tier 2:  N/A
  • Tier 3:  Eternal Flame
  • Tier 4:  Unbreakable Spirit
  • Tier 5:  If you have T16 4-set, always go with Divine Purpose.  If not, Holy Avenger is another choice.
  • Tier 6:  Execution Sentence or Lights Hammer.  This depends on your raids damage intake.  If your healers are feeling stressed, lights hammer will help, as most strategies have the raid stacked.

Normal & Heroic:

Pop offensives to get out of your look within phase (test/orb phase) faster.  This is especially important if you are the first tank and doing most of the soaking.

Sha of Pride:

Glyphs:

  • Any will do, use your best judgment based on your needs.  Generally, focus on single target damage.

Talents:

  • Tier 1:  Speed of Light.  There is almost no movement as a tank.  If you are doing heroic, speed of light can be used to quickly soak a rift.
  • Tier 2:  N/A
  • Tier 3:  Eternal Flame
  • Tier 4:  Unbreakable Spirit
  • Tier 5:  If you have T16 4-set, always go with Divine Purpose.  If not, Holy Avenger is another choice.
  • Tier 6:  Execution Sentence is the best choice for the fight.  You can use Lights Hammer to pick up self-reflection adds if your raid team is getting overwhelmed.

Galakras:

Glyphs:

  • Any will do, use your best judgment based on your needs.  Generally, focus on damage.

Talents:

  • Tier 1:  Speed of Light.  If you are taking the towers, speed of light can help ascend them quickly.
  • Tier 2:  Fist of Justice is a good stun for Tidal Shamans on the ground.  Additionally, it can be used as a stun to break a fracture on a friendly NPC.
  • Tier 3:  Eternal Flame
  • Tier 4:  Unbreakable Spirit
  • Tier 5:  If you have T16 4-set, always go with Divine Purpose.  If not, Holy Avenger is another choice.
  • Tier 6:  Light’s Hammer.  There are a lot of periods where either your raid or enemies are grouped up.

Iron Juggernaut:

Glyphs:

  • Unglyph Divine Protection for the Flame Vents ability which deals massive magical damage.

Talents:

  • Tier 1:  Speed of Light helps get to crawler mines quickly.
  • Tier 2:  N/A
  • Tier 3:  Eternal Flame becomes very powerful with the high vengeance on this fight.
  • Tier 4:  Unbreakable Spirit
  • Tier 5:  If you have T16 4-set, always go with Divine Purpose.  If not, Holy Avenger is another choice.
  • Tier 6:  Execution Sentence is very good here because you can time it with periods of high vengeance.  Light’s Hammer and Holy Prism are viable alternatives if you need to assist with healing.  Between these two, light’s hammer is good if you stack up and avoid siege phase, whereas holy prism is useful if you do siege mode the intended way.

Normal & Heroic:

Be very liberal about using defensive cooldowns.  Try to have one up for your second and third stacks of the tank debuff (Flame Vents).  Also try to be at full health when eating a mine by using defensives.  Finally, communicate with your raid if there is a crawler mine out far away on its own.  Many non-tank specs can use a strong personal cooldown to help with a mine.

Conclusion

Thanks for reading Part I of our T16 Protection Paladin Tips & Tricks!  Part II will include encounters from Kor’kron Dark Shaman to Thok the Bloodthirsty.  If you have any comments or questions feel free to comment below or tweet us @Healcraft.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s