
While threat should be the last worry on a tankadin’s mind, there are still some who struggle with it because they are either undergeared/underperforming or are dealing with hyper-performing dps who are then chafing under a threat cap. Because we as Paladins have the ability to give one of (if not the highest) threat caps, it is our responsibility to be prepared to dish out as much tps as possible.
Here are five tips on how to bring the pain:
1. Use a proper rotation
969 is the best way to optimize threat while maximizing uptime of Judgements of the Just and other debuffs we provide. To summarize briefly, we have three main “9″ attacks, Holy Shield, Judgement, and Consecration; and two main “6″ attacks, Hammer of the Righteous, and Shield of Righteousness. Weave your 6s with your 9s, such as:
0.0 Holy Shield
1.5 ShoR
3.0 Consecration
4.5 HotR
6.0 Judgement
7.5 ShoR
9.0 Holy Shield
10.5 HotR
12.0 Consecration
13.5 ShoR
15.0 Judgement
Et cetera, et cetera.You can weave in Avenger’s Shield or Hammer of Wrath for any 9 as cooldowns allow.
Sidenote: while off-tanking, never use exorcism (aside from an initial pull). The threat you’d gain from the burst (even on an undead target) is less than the threat of the melee swings and SoV proc if you just stuck to auto-attacking.
2. Change your glyphs
According to Theck’s analysis of threat contributions from glyphs, the best threat glyph is Avenger’s Shield. Although, it really isn’t. Against a single target, sure, but you’re sacrificing 100% tps on two other targets for 200% on only one. Ignore this one.
Realistically, the best threat glyph is Seal of Vengeance by a wide margin. Even over the expertise soft cap, you’ll get more threat from Glyph of Vengeance than from Glyph of Judgement. Once over the expertise hard cap, you can drop it though. Moreover, Judgement is, of course, the second-best threat glyph. Glyph of HotR is nice, but it’s far too situational–and in a raid like ToC where the only time you’ll get any use out of it is Faction Champions, it’s a waste of a glyph slot.
Glyphs still not worth your time are Consecration (its only use is mana-conservation, which isn’t an issue), Exorcism (see above), and Holy Wrath.
TLDR: One of your glyph slots is going to be Divine Plea; make the other two SoV and Judgement.
3. Spec into (the right) Ret tree talents
There is some confusion right now by folks who were overly excited by the change to SoV which made Seals of the Pure viable (ahem). As such, there’s an awful lot of folks running around with a 5/x/x build right now. That’s all well and good if you’re still plugging away at Ulduar, but if you’re spending any time in ToC, you should be specced into Crusade.
According to the inimitable Theck, the absolute best, possible combinations of threat talents in the game right now include 3/3 Crusade. You’re shooting yourself in the foot if you ignore this gem of a talent.
4. Get hit-capped
For Paladin tanks, hit is simply one of our best threat stats. Thanks to the new BV-ShoR cap, there are steep diminishing returns (followed by a cliff-face cuttoff) to the threat value of BV once you hit a certain value. This also makes Strength take a nasty hit as well, because of the contributions it gives to BV.
(Obligatory relevant Theck link.)
Specifically, before you hit 2400 BV, the ranking of threat stats is Strength, Block Value, and then Hit. Once you pass that, Hit becomes our #2, and once you have about 3000 BV, Hit becomes #1. Of course, Hit itself has a cap (263 rating) and is basically crap after that point, so be wary of that. When evaluating your gear for threat, do it in terms of how much BV you currently have.
Hit is certainly worth capping if possible, as there is great value in the consistent flow of tps such that Hit provides. It’s not hard to do either; with just my T9 legs, the T2.232 helm, the Saronite Swordbreakers, and two other excellent pieces I have 233 hit rating. And my survivability has not suffered a lick.
That said, never gem or enchant for Hit (or threat in general), but do mix and match pieces so you get the most worth out of each stat.
5. Wear threat trinks and gear
Twist! There are some fights (specifically on farm content) where you’re not going to be as concerned with stacking EH. In this case it is perfectly acceptable to swap in some BV pieces or Strength/threat trinks to push the upper limits of your tps potential.
When we’re doing farm content, I tend to swap in a iLevel 226 BV neck and belt, the heroic Sunreaver Defender’s Pauldrons, and equip Darkmoon Card: Greatness (STR) and Lavanthor’s Talisman. That pushes my threat capabilities up a lot, to the point where I can do not just amazing tps, but also the dps of a (bad) fresh 80. Not too shabby.
Please share in the comments any tips you have for boosting your tps, especially in progression content where you don’t have the luxury of using a blue trinket. Let me know if I missed anything obvious.

