User
Pass
2FA
 
 

[EN] Paladin Protection 5.4.8 PvE Guide

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Freakz Forum Index -> Trash Bin -> Trash
Author Message57565
bnjm

[DRAMA QUEEN]



Status: Offline
(since 09-05-2019 06:11)
Joined: 20 Aug 2010
Posts: 1888, Topics: 106
Location: Oradea/Cluj

Reputation: 999.3
Votes: 136

    Battletag: postrow.ID_BATTLE_NET} 
Post Posted: 02-05-2015, 15:30:47 | Translate post to: ... (Click for more languages)


      Summary

      • Introduction
      • Patch choice
      • Race choice
      • Stats priority
      • Rotație & gameplay
      • Active mitigation
      • Tank Suvrival
      • Talents
      • Glyphs
      • Enchants
      • Sockets
      • Food, pots, flask, elixirs
      • Professions
      • Tier Bonuses
      • Gear
      • Macros
      • Addons


        The Paladin is a hybrid class who can be Tank, Heal and DPS. The paladin is a mix of a melee fighter and a secondary spell caster. The paladin has a great deal of group utility due to the paladin's healing, blessings, and other abilities. Paladins can have one active aura per paladin on each party member and use specific blessings for specific players. Paladins are pretty hard to kill, thanks to their assortment of defensive abilities. They also make excellent tanks using their Righteous Fury ability. Lord Uther the Lightbringer, or Sir Uther Lightbringer, was the first paladin of the Knights of the Silver Hand who led his Order in battle against the Horde during the Second war. During the Third War, Uther was betrayed and murdered by his beloved pupil, Prince Arthas, while defending the urn carrying the ashes of Arthas' father, King Terenas. He is believed to have been canonized as a saint by the Church of Light.
        Spoiler:



    From 4.3.4 to 5.4.8 the Paladin was changed more and more in every patch. On Cataclysm the Paladin tank was terrible . But in MoP he is one of the best tanks.

    Crucial from Cata to MoP (4.3 to 5.0):
    Quote:
    - Talent tree, cooldowns, coefficients, etc completely revamped.
    - You can now store up to 5 HoPo at a time, though you can only use 3 at once
    - Abilities mostly have same names, but do different things. ShoR is biggest example. Read up or be surprised.
    - No more auras
    - Only 1 taunt and it's single target
    - Any piece of plate with STR and no Crit is tanking gear

    Changes from 5.1 to 5.2:
    Quote:
    - Grand Crusader now can proc off Dodge/Parries as well, making Avoidance a respectable stat
    - AoE target cap raised from 10 targets to 20
    - Consecration has a little more base "punch" but scales less well with Vengeance
    - Hand of Purity (level 60 Talent option) got buffed
    - Seal of Righteousness (aka the AoE seal no one ever uses) buffed moderately. Still don't use it.
    - Light's Hammer now also snares enemies damaged by it

    Changes from 5.2 to 5.3:
    Quote:
    - Glyph of Battle Healer nerfed from 30% coefficient to 20%, glyph is still mandatory (unless threat is an issue)
    - ShoR base damage reduction nerfed from 30% to 25%, doesn't really change anything

    Changes from 5.3 to 5.4:
    Quote:
    - Sacred Shield talent nerfed 30%, for general tanking, we're now switching from SS to EF
    - Eternal Flame talent buffed 40%, for general tanking, we're now switching from SS to EF
    - Sanctified Wrath talent buffed, each Judgment during Avenging Wrath now gives 2 HoPo instead of 1. Assuming you're using Eternal Flame, all level 75 talents are pretty close now.
    - Glyph of Battle Healer nerfed again. Now it takes your SoI heals, cuts them by 70%, and then sends them to whoever is the most injured (other than you, it won't heal the paladin using it). I have yet to find a situation where we'd want to use it now.
    - Multiple changes to Vengeance: Vengeance overall cut 20%, Vengeance in AoE situations significantly reduced (see details in Vengeance section), and Vengeance now has a cap based on your Max Health.
    - Grand Crusader changed again, no longer procs at all on CS/HotR, now has 30% chance to proc on successful avoids
    - CS now applies Weakened Blows debuff as well as HotR
    - Not a big point, but there will be no epic gems so don't wait for them.


    Race choice:
    Below , in the table you have starting attributes for every race:

    Human - Sword&Mace Specialization expertise + 1%
    Dwarf -Mace Specialization expertise + 1%
    Draenei - Heroic Presence +1% hit chance & Gift of the Naaru (heal) (3 min. CD)
    Blood Elf - Arcane Torrent silence & mana gain (2 min. CD)
    Tauren - War Stomp stun (2 min. CD) and Endurance 5% base health increase.

      Best race:

      • Alliance: Draenei
      • Horde: Tauren


    Stat Priority:

      Hit (7.5%) > Expertise (15%) > Haste > Mastery > Crit > Parry > Dodge

      • Hit7.5% ( 2550 rating)
      • Expertise soft cap 2550, hard cap 5100.


    Protection Builds:
    On MoP there are 2 builds for Protection Paladin: Haste Control build and Mitigation Mastery build.

    • Haste Control build - based on Haste for lower cooldowns. Also the DPS-ul and Heal from the Paladin are pretty good.
    • Mitigation Mastery build - based on Mastery for physical damage reduction. The Mastery at Protection Paladin increase the physical damage reduction from Shield of the Righteous, and increase the stacks of Bastion of Glory (aka larger WoG/EF)

    I prefer Haste Control build and I’ll explain it in this guide:

    • Haste: will be the secondary status. The passive Sanctity of Battle, reduces the GCD ( up to 1 second GCD ) and decrease the cooldown of most abilities. . It also increases your melee swing speed allowing for more healing done via Seal of Insight and provides more ticks of Eternal Flame. Haste reaches it’s peak of effectiveness at 50% haste (21250 haste rating) and paladins using the Haste Control build should strive to get as close to that number as possible.
    • Mastery: is a great stat for smoothing damage intake. It increases the damage reduction of Shield of the Righteous, and increases your chance to block.
    • Crit: is a mostly offensive output statistic. This bumps a little our DPS and it’s also used by our Eternal Flame. Avoid if possible, but it's acceptable to have some Crit on your gear. Generally reforge OUT OF crit into Haste or Mastery. Never gem or reforge into Crit.
    • Dodge/Parry: are our least desirable stats. Ideally you should have as little Dodge/Parry as possible. You can use Theck's Parry/Dodge balancing macro to show you what’s the higher stats .






    Active mitigation:

    • This is a new gameplay for all tanks. This is done via Active Mitigation - a spell which provides a (generally) short buff to the tank that increases their survivability through damage reduction, heals/absorbs, or avoidance depending on the class. Shield of the Righteous is the paladin active mitigation ability. It reduces the physical damage you take by 30% for 3 seconds (% is modified by Mastery). Shield of the Righteous cost 3 Holy Power which are generated by our three HP generators: Judgement, Crusader Strike/HotR, and GC-buffed Avenger's Shield. Since Shield of the Righteous only reduces physical damage, it’s important to know which abilities are physical damage and which are magical.

    • Tip: A smart play is to pool up to five Holy Power, ShoR right before the ability, cast Crusader Strike and then ShoR immediately after for a quick 5-6 seconds of mitigation as the ShoR buff stacks.
      It is very important to have an uptime of 70-80% of this spell.


    Tank Suvrival

    • A major part of the paladin’s survival comes from their Tier 3 talent choice. ( Eternal Flame or Sacred Shield ).
      I consider that EF is better than SS because in 5.4.8 the absorb of it was nerfed and EF was buffed.

      • Eternal Flame: replaces WoG Word of Glory and also provides a Heal over Time. The effectiveness of the initial heal + HoT is benefited by the passive ability Guarded by Light which converts Attack Power into Spell Power. The massive amounts of AP we get from our Vengeance passive (which all tanks have) means EF heals for a very high amount - sometimes for our full health pool, and the HoT ticks for a significant amount. Our Mastery also increases the effectiveness of Bastion of Glory (which we gain whenever we cast ShoR ) meaning more Mastery directly equates to stronger EFs + HoTs. Since Bastion of Glory equates to larger casts of EF, it is advised to wait until 5 stacks of BoG before using EF. However, if your survival is at risk, it’s acceptable (and encouraged) to use EF at low stacks.


    • Cooldowns

      • It is very important to know how and when to use out cooldowns. Unlike DPS, you generally want to AVOID stacking cooldowns together and instead keep them rolling (cast them subsequently) as needed. Below is a brief overview of our survival cooldown abilities:

        • Guardian of Ancient Kings - 50% damage reduction on ALL damage taken (physical and magical).
        • Ardent Defender - 20% damage reduction on ALL damage taken (physical and magical). When this CD is active, the next time a source of damage would drop you to below 0%, it heals you for 15% of your maximum HP instead.
        • Divine Protection - Very strong magic damage CD that reduces all magic damage by 40%. Can also be a physical damage CD with the glyph. Glyph of Divine Protection.
        • Hand of Sacrifice - Applies a buff that redirects 30% of the damage a player would take to you. You can glyph it with Glyph of Hand of Sacrifice to remove the redirected damage portion of the spell.
        • Hand of Protection - Applies a buff that makes the target immune to physical damage. Generally used to cheese mechanics.
        • Devotion Aura - Raid-wide CD for magic damage. It grants immunity to interrupt and silence and also reduces magic damage taken by 20%.



    Talents

    • Talents and Glyphs should be changed on a per fight basis. You can change them with Tome of the Clear Mind. Below is a brief overview of them.

        Tier 1:

        I generally go with Speed of Light, but also Long Arm of the Law s great for fights that require heavy movement, but I've rarely found the need to switch to this.


        Tier 2:

        This is your CC tier. None of these abilities will work on bosses so it's really preference. I like Fist of Justice for the 30 second stun, but this tier has very little impact for raiding.


        Tier 3:

        Is your survivability tier as discussed ( above ). So we’ll chose Eternal Flame.


        Tier 4:

        Is your defensive ability tier. Mostly we will go for Unbreakable Spirit, because this reduces cooldownul of Bubble, Divine Protection and Lay on Hands. Clemency has it's uses if you need to throw out 2x Hands ( ex. Juggernaut, Malkorok, etc. ).


        Tier 5:

        Holy Power tier. Because this is a Haste Control Buid we’ll go for Divine Purpose. Holy Avenger is a great option for fights where you need an on-demand, extended period of ShoR coverage


        Tier 6:

        All three abilities have varied uses so you'll most likely be switching between them often. Execution Sentence provides the largest DPS boost so it can be used on farm bosses or fights where Enrage timers are tight. Light's Hammer is great for fights with a lot of adds and also provides a lot of healing at high Vengeance levels so it can be used defensively on fights where people are stacked. Holy Prism has the shortest cool down and can be useful as an AoE-taunt ability . In most of the fights we’ll use Light's Hammer .

        Talent Build:



    Glyphe

    • Similar to talents, glyphs should be swapped on a per-fight basis for maximum efficiency. Below is a list of relevant glyphs for protection paladins - you’ll notice that only a few of them actually increase survivability. The majority of the glyphs are for additional DPS/threat and aren’t incredibly important, but proper glyph usage will significantly boost your output.


      • Glyph of Final Wrath - Your Holy Wrath does 50% more damage to targets below 20% health.
      • Glyph of Alabaster Shield - Your successful blocks increase the damage of your next ShoR by 20%. Stacks 3 times.
      • Glyph of Word of Glory - Increases your damage by 3% per charge of Holy Power spent on Word of Glory. Lasts 6 seconds. ( for single target fights )
      • Glyph of Divine Protection - Reduces the magic reduction effect to 20% but grants a 20% physical damage reduction as well.
      • Glyph of Double Jeopardy - Using Judgment increases the damage of your next Judgment by 20% but only if used on a different target. ( for fights în care avem mulți adds )


    • At minor Glyphs you can use what you want but there are 2 `must to have` :










Tier Bonuses:

    • Tier 14 set bonuses
      Spoiler:

    • Tier 15 set bonuses
      Spoiler:

    • Tier 16 set bonuses
      Spoiler:







    Macro:

    • Mouseover Macro
      Code:
      #showtooltip
      /stopcasting
      /cast [@mouseover] SPELL NAME

    • Macro de bulã
      Code:
      #showtooltip
      /stopcasting
      /cancelaura Divine Shield
      /cancelaura Hand of Protection
      /cast Divine Shield

    • Holy Avenger + Avenging Wrath Macro
      Code:
      #showtooltip
      /cast Holy Avenger
      /cast Avenging Wrath

    • Sacred Shield Macro
      Code:
      #showtooltip
      /cast [@mouseover,help][help][@player] Sacred Shield

    • Hand of Protection Macro
      Code:
      #showtooltip
      /cast [@mouseover,help][@target,help][@targettarget,help][@player] Hand of Protection

    • Interrupt Focus Macro
      Code:
      #showtooltip
      /cast [@focus, exists, harm][@focustarget, exists, harm][ ] Rebuke

    • Theck's Parry/Dodge balancing macro
      Code:
      /run ChatFrame1:AddMessage(format("Ideal pre-dr parry/dodge ratio: 3.597, yours is %.3f%%, if too high reforge more parry to dodge",(GetParryChance()-3.67)/(GetDodgeChance()-5.01)))







PalaProt Pve Guide 5.4.8
5.4.8 Addons
5.4.8 Collector's Guide



Last edited by bnjm on 19-05-2015, 09:08:20; edited 2 times in total
0 0
  
Back to top
View user's profile Send private message
ryangg

[Advisor]



Status: Offline
(since 09-11-2022 09:46)
Joined: 26 Nov 2010
Posts: 5852, Topics: 190
Location: Iasi

Reputation: 654
Votes: 134

    Battletag: postrow.ID_BATTLE_NET} 
Post Posted: 05-05-2015, 07:37:24 | Translate post to: ... (Click for more languages)

This is well made since we are playing on freakz we cant put haste as one of primary stat for the moment since https://www.wow-freakz.com/spells.php?spell=20165&&name=seal-of-insight and https://www.wow-freakz.com/spells.php?spell=25956&&name=sanctity-of-battle dont work as intended , for the moment its ok playing with mastery as primary stat or full dodge/parry or a combination of the both


0 0
  
Back to top
View user's profile Send private message
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Freakz Forum Index -> Trash Bin -> Trash  


The time now is 25-04-2024, 11:57:16
Copyright info

Based on phpBB ro/com
B

 
 
 







I forgot my password


This message appears only once, so
like us now until it's too late ! :D
x