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4.0.1 today

New patch drops today. Be sure to have that downloader running and your addons updated!

I did a second pass of my Everything You Need to Know About 4.0.1 post and updated the rotation, specs, and glyphs section with new information that has come out since I first posted that. Should be up to date for tonight, but please let me know if I missed anything.

Block capping at 80 with Mastery

Saturday night I hopped onto the beta to screw around with Reforging and see if I could expect to block cap myself come 4.0.1. As many of you know, block capping means stacking enough block chance that ordinary hits are pushed off the combat table, which can pay huge dividends in damage reduction in certain situations. In Wrath, block capping was especially desirable for Heroic Anub in ToGC, allowing you to cheese the damage from the adds.

In Cataclysm, block capping is going to be amazing, if only because it’s going to be like having a cooldown up for every physical hit. With a successful block now reducing any physical hit by 30%, you want to be block capped. (Of course, that also means there’s a cap on our Mastery, because any further dodge/parry once block capped pushes block chance off the combat table, but that’s an issue for another day.)

So the goal is 102.4% total avoidance+base miss chance+block. How feasible in that in my gear set at 80?

Here’s where I was in terms of avoidance and mitigation when standing in front of the Reforger NPC.

46.42% avoidance + 5% base miss + 21% block (5% base + 16% for learning Mastery) = 72.42% avoidance and block. 29.98% short.

I then proceeded to reforge every feasible piece to mastery. Dodge converted over if there was more dodge on the piece, parry otherwise, and equipped the Heroic CTC and reforged that to mastery as well. I attempted to keep dodge and parry at least even, but I had so much more dodge rating that diminishing returns made it so I got a lot more mastery from dodge.

I then dodged over to a dummy, buffed, and put up Holy Shield. This is what I had:

At 42.03% dodge+parry I lost a total of 4.39% avoidance and gained 24.35% block chance from Mastery.

So, with the 42.03% avoidance + 5% base miss + 60.35% block chance, I was at 107.53% avoidance+block. 5.13% over block cap.

Not too shabby.

I’m actually at the point where I should reduce how much Mastery I have, because that 5.13% overage is just wasted block chance. To mitigate this I can swap the Heroic CTC for a stamina trinket, and then dial back some of the Mastery.

Actually, I’m really liking the extra control reforging gives us over our gear and stats. To be able to shuffle around secondary stats like this is pretty cool.

Anyway, once I hit 81 the ratings conversions will shoot through the roof and block capping will disappear until at least the first raid tier (at least according to the calculations done by Zarko in this thread) but I’m excited at being able to taste such amazing damage reduction potential for the next two months.

Your shopping list for glyphs before 4.0.1

Here’s your chance to stay ahead of the market before demand makes prices skyrocket. Assuming 4.0.1 drops this week, all your glyphs are going to change and it’s ideal to stay on top of that shift.

Compiled below is a list of glyphs on Live and what they’ll be turning into with the patch. (I’ve adopted this list from the original created by El’s Anglin’. All credit for the research goes to them!)

  • Glyph of Avenger’s Shield (-> Glyph of Focused Shield)
  • Glyph of Avenging Wrath (-> Glyph of the Ascetic Crusader)
  • Glyph of Flash of Light (-> Glyph of Word of Glory)
  • Glyph of Seal of Righteousness (-> Glyph of Dazing Shield)
  • Glyph of Seal of Vengeance (-> Glyph of Seal of Truth)
  • Glyph of Sense Undead (-> Glyph of Truth)
  • Glyph of Shield of Righteousness (-> Glyph of Shield of the Righteous)
  • Glyph of Spiritual Attunement (-> Glyph of Divine Protection)

Glyphs not changing from spell to the other, but you still want to pick up, are:

  • Glyph of Consecration
  • Glyph of Crusader Strike
  • Glyph of Hammer of Wrath
  • Glyph of Holy Wrath
  • Glyph of Judgement
  • Glyph of Lay on Hands
  • Glyph of Salvation
  • Glyph of Turn Evil

I suppose you could go whole-hog and buy all the current Paladin glyphs. Nonetheless, everything above are things that will probably be directly or situationally useful for us at some point, I suspect. Like the boy scounts say: semper paratus. Go stock up!

The maybe-so, feasible, possible new single target rotation for 4.0.1

Before you read this, please note a huge disclaimer: this is not final. This rotation has been posted in the last 30 or so pages of this thread in Maintankadin as a result of Theck’s first jaunts into theorycrafting the 4.0 rules set, but it’s not yet authoritative in that so much can change. If 4.0.1 drops Tuesday like rumored, and we have the 3 second Crusader Strike, and nothing else changes, this is valid.

Ifs aside, this rotation has been dubbed 939–as opposed to the 3X I was bandying about, thus marking the third time this blog has lost a naming crusade (Zeal, Ana’s desire to call it HoPo, and now 3X)–and is ridiculously simplistic. Here’s how it goes:

Pull with AS > CS > J > CS > HW > CS > ShoR > CS > J > CS > AS > CS > Shor > CS > J > CS > HW > CS > ShoR > CS > AS > CS > J > CS > ShoR > etc.

(Be careful not to judge when running in, second cast should be Crusade Strike, lest you throw the whole rotation off.)

Basically, CS every other ability, and in the “9s” slots weave in Judgements,  ShoR as Holy Power allows, and alternate Holy Wrath and Avenger’s Shield. There is no room for Consecrate, and Grand Crusader is only a dps gain when used to replace a Holy Wrath cast. If you hit AS when the proc lights up, you will suffer a big dps loss by pushing the whole rotation back.

Edit: Like Meloree suggests in the comments, if ShoR misses you want to hit it again on your next GCD. You don’t lose any Holy Power from a dodged/parried/missed ShoR.

939 is, as currently theorycrafted, currently the maximum threat possible to put out on a single target.

As for AOE, just Hammer of the Righteous on cooldown, and spam Consecrate and Holy Wrath away from CC. Use any other attacks when available. Grand Crusader is still useful for AOE. We don’t have Inquisition until 81, so spend Holy Power on ShoRs.

Again, just to reiterate: not final. I recommend keeping some grains of salt handy, just in case.

I do not think I could have fit more equivocation into this post if I tried. And believe me, I did.

Winding down

I can’t take this ennui anymore. Last night’s raid was eerie, in the same way that you might feel walking through a house you’re preparing to move out of. But that’s not really true is it? The house is still going to be there next week, just the furniture might be swapped around or something. We’re not really moving, we’re still going to be plugging away in that frozen hell hole, but we’ll be doing it with somewhat different abilities.

I’m hoping that the patch next week (assuming it is next week) will make ICC a little more “fresh”. We’ve been in there for 10 months now, which is an obscene length of time. Not to mention we never took a break from raiding over the summer. I’m shocked (and humbled) by the utter lack of mass burnout in the raid even after all this time. We definitely have some pretty dedicated folks in guild.

Anyway, last night was a pretty good raid night. Whereas last week was spotty and a bit rough, we rounded out the edges yesterday and didn’t really stumble at all. We knocked out Halion pretty quickly then started working through ICC, only to wipe twice on Heroic LDW, and then continue the march through H Lootship and H Saurfang.

I picked up the Heroic Corpse Tongue Coin off of Gunship because it feasibly will be worth having in the interim period between 4.0.1 and Cataclysm when we have Mastery but are stuck at level 80. My goal is to reforge the dodge to mastery, which–if my numbers are right–should give me 3% block. (172 dodge rating x .40 = 68.8 mastery rating / 45.8 mastery rating per skill at 80 = 1.50 mastery skill = 2% per skill x 1.5 = 3% block from Divine Bulwark.)

Correct me if I did that wrong please, basic arithmetic is not my strong suit.

In any case, combining a new respect for dodge in the 4.0 ruleset with my fetish for the new block, and the preciousness that is the armor proc… H CTC could have its uses. Of course, straight stam will likely be the best choice, especially with Vengeance, but I love playing with new toys. Hence the pickup.

Another side note: I hit 50053 armor (with an armor pot) on Saurfang. Not too shabby! And the best part was we killed him in under 4 minutes, so I was able to roll the extra armor throughout the entire fight. I love it.

Anyway, once inside the Upper Spire we went about banging out another raft of achievements and hopefully finishing Blood Wing and Plague Wing achievements for the guild, once and for all. If I read the spreadsheet of achievements correctly, all we have left for some folks is Portal Jockey and LK achievements. Tonight when we do Neck Deep in Vile we’ll be scoring a huge swath of drakes for the raid, which is very exciting. I personally could care less about the Frostbrood mounts, but everyone else is pumped and I’m glad we could get them the ride and the free 310% flying come next expansion.

Speaking of achievements, tonight I finally got bit on the 25man and screwed it up fantastically. Having none of your buttons showing when you are working through your rotation is fine, but when you need to hit a specific one it really doesn’t help. I, of course, got mind controlled but thankfully didn’t wipe the raid.

They should have left me on the floor, along with my credibility.

Like I said, tonight should be pretty straightforward. Going to do H Dreamwalker, H Sindy, then Neck Deep. Probably will be a short night.

ES Olympics, Round 3

On entirely different note, on Monday night we did the third ES games designed to dole out the Sealed Chest items from crafting our second Shadowmourne. This time around we did a scavenger hunt. The rules were pretty simple–I’d stand at Tirion’s hut in Eastern Plaguelands and give everyone an item to fetch at the start. As each person came back to give me the item, I’d whisper them the next in the series, until we hit the end and there was a winner.

Obviously people couldn’t use mage or engineering ports, or any other item that would jump them a significant distance. Hearthstones were allowed, and thankfully no shamans so I didn’t have to deal with Astral Recall. Crusader Aura was also deemed illegal by majority opinion.

It went pretty smoothly overall, with only one major hiccup because I didn’t anticipate an item being available off of a vendor as well as farmed. In case you’re wondering, some of the items requested were: a Scum Covered Bag, Giant Clam Meat, a Colossal Parachute (especially proud of this one), Black Coffee and a Dalaran Donut, a Twilight Cultist Robe, a Runn Tum Tuber, and some other things I can’t recall.

After about three hours the winner finally emerged, Ichioso the Boomkin and his pal, Starfall. Rounding out second and third place were Antigen and Pallybella the holydin. Congrats to them for a great showing, especially Antigen who jumped a few places ahead on the last item to snatch up second place. That was pretty impressive.

I still have two Sealed Chest items left, and I’m not sure what to do with them. If anyone has an idea for another game, I’d love to hear it.

First insight to the dps value of our talents

I quickly mentioned this on Twitter, but it merits a quick post. Delicious theorycrafts inc.

Theck, Bringer of Numbers and Pounding Headaches, did his first pass through our talents to gauge the relative worth of each in terms of damage (and thus threat). I’m not going to copy-paste his findings, but to summarize:

  • Our top three must-have threat talents are Wrath of the Lightbringer > Reckoning > Crusade.
  • His sim placed Reckoning at second with around 50 dps per point. However, his sim was run on a 264/277 gear set without anything reforged for Mastery. Therefore with additional Mastery/block Reckoning will get much more beastly.
  • Grand Crusader is really weak right now. To the point where there’s murmurs of not even speccing into it. That’s with current numbers though, things can obviously change.

Read the whole post to get the straight dope. A lot of these numbers aren’t yet final, so don’t them as gospel, but they’re heading in the direction we’re going.

And then… everything changed

Crusader Strike – 3 sec cooldown. Hammer of the Righteous – 3 sec cooldown. Cooldown shared for both. [source]

For the worse or for the better? Depends on your point of view. Personally, I agree with the sentiment I saw on the tanking forums–it seems they’ve gone from one extreme to the other.

In a world of 4.5 second Crusader Strikes, we were looking at GCD gaps a-plenty. Around 6 a minute. With a 3 second CS, we’re now looking at being GCD locked, with every other keystroke being Crusader Strike or Hammer of the Righteous. How is this an improvement? We’ve substituted one evil for another.

The rotation’s pet name is currently moving through committee, but personally I favor “3X”. I know it sounds like some model of automaton–and, poetically, oh how that fits–but it refers more to the fact that the rotation boils down to: CS > J > CS > HW > CS > ShoR > CS > J > CS > etc.

I appreciate the fact that we’ll be much less ability starved, so to speak, and I commend the devs for working to correct that, but there has to be a better way. 969 was a mindless rotation that was powered purely by muscle memory. A rotation with GCD gaps required knowledge of what abilities to use when to excel, and I reveled in that. 3X I suppose is kind of a halfling in the sense that the 3 will always be obvious, but the X requires enough forethought that if you don’t use the best choice possible at that moment, you’re hurting yourself in the long run. I can appreciate that, I suppose.

There’s also the question if you actually want to hit CS on cooldown, or if sometimes something else will take a higher priority. Then again, with ShoR doing the damage it does, I can’t imagine you wouldn’t want 3HP ASAP.

A part of me is excited we’re going to have no empty GCDs, and another part of me rues the fact that there wasn’t a more elegant way about this. I still feel like a simpler solution was throwing one more single target ability in the mix, an instant Exorcism or something, to fill those gaps in a less shoe-horned way. Or, like Theck advocated, making Judgement generate HP, and thus pushing up the availability of ShoR. I think that would be a much, much better solution.

And of course there’s the dev’s concern that Inquisition will now be up during ShoR, and the implications thereof. I’m deferring (once again) to Theck on this, who doesn’t think it will be a big deal.

I don’t believe that Inq will ever be worth casting on single targets. Even in the old 4.5-second CS model, it didn’t break even. The 3-second model will have a larger physical/holy damage ratio, making Inq even less likely to succeed. The real problem is that even though you’re adding 30% damage to ShoR, you’re not making up the 70% that you’re losing by not casting ShoR, because your only holy damage sources are J and AS (and seal damage).

Ultimately, I think 3X is a step backward. There were more elegant solutions and Blizz took the easy way out to calm the concerns about GCD gaps. I don’t think this solution is viable in the long term, and I guarantee–if it doesn’t mutate again before launch–we’ll be seeing another redesign of the Prot rotation in the near future.

Lastly, there was some unequivocally good news. The first is that HotR is getting buffed to scale with attack power (and thus Vengeance).

We realized that the AE portion of Hammer of the Righteous didn’t scale with Vengeance. While it’s true that Prot paladins gain some spell power, they get it from Strength, not the attack power provided by Vengeance. We changed Hammer to scale with attack power, which should mean it hits harder with Vengeance. That will provide some of the damage boost you are looking for.

The other is that HoJ will be going off the GCD for us, finally giving us a real interrupt. A long cooldown one, but a real one.

While we still think an off the GCD interrupt isn’t an essential tool for a tank, we also don’t think it’s going to break anything for paladins to have one either. Our eventual solution is to let Vindication’s ability to let HoJ interrupt also take HoJ off of the global cooldown. That change will require new tech, so it’s not something you’re likely to see anytime soon, but you can know that it’s in our long term plans. Again, we don’t think the interrupt issue is a critical problem that must be solved today. The rotation one in the previous paragraph is a bigger deal.

I guess it’s better than nothing, eh?

Now… while we’re giving away toys you don’t think are necessary… how about that gap closer?

Everything you need to know about Prot and 4.0.1 at 80

With mmo-champion announcing that they think patch 4.0.1 is dropping either next week or the week after, we need to come to terms with the imminent cataclysm about to strike our beloved spec. Prot will be changed forever and these changes will hit well before we first set foot on Hyjal or Vashj’ir. Many of us will continue to raid ICC, or other dungeons, in this new system, and it’s critical to be on top of all these changes so you can hit the ground running.

With that in mind I have compiled below a massive list of all the major changes being afflicted upon us in the upcoming patch. This list is also specifically compiled for the perspective of someone at level 80, so I’ll be leaving out a lot of the stuff we know about 81-85. Please let me know if I missed anything!

This is all so very–very–subject to change.

The big one: Holy Power

Probably the biggest single change to our class. Holy Power is a brand new resource system that will govern our rotation and open up a “finisher”-like move that we’ll need to boost threat or survivability. To briefly overview the system, HP appears as a bar of glyphs underneath your portrait. Every time you use Crusader Strike or Hammer of the Righteous you gain a charge of Holy Power.

It caps at three, and once you have at least one stack you can use one of three finishers. Finishers get more powerful depending on how much Holy Power you have. Once you expend any amount of Holy Power you will gain the Holy Shield effect for 15 seconds, increasing block chance by 15% (percent is regardless of how much HP you spent to gain it).

Holy Power stacks also slowly disappear when out of combat at a rate of 1 HP per 10 seconds. You can use critters feasibly to keep this rolling out of combat.

Other mechanics changes

Crusader Strike and Hammer of the Righteous are now exclusive, you can only use one or the other. Crusader strike deals 120% weapon damage (so slower weapons means bigger hits by CS) and that amount is further increased by talents and the prime CS glyph. Hammer of the Righteous deals 30% weapon damage to your primary target and then a Holy AOE hitting every enemy immediately around you.

Holy Shield, like I said above, applies when you expend any amount of Holy Power on a finisher. It’s worth 15% block chance on top of what you gain from Mastery, gear, etc.

We have three abilities that expend Holy Power: Shield of the Righteous, Word of Glory, and Inquisition.

  • Shield of the Righteous deals a large, large amount of damage in a single attack. This is our single biggest hitting attack, a freight train of pain. Be sure to delight in the big numbers. If it is dodged, missed, or parried you will not expend any Holy Power. ShoR is best used when you are competing with DPS for threat on a single target, or have no imminent issues with incoming heals.
  • Word of Glory is an instant heal which should invariably only be used on yourself. The talent Guarded by the Light modifies the spell so that any overhealing is converted to an absorption effect, meaning that no self-healing is ever wasted. At level 80 this probably won’t heal for much because our stamina (and thus attack power via Vengeance) will be much lower than it will be at 85. WoG is best used if you have a large threat lead and need a quick heal.
  • Inquisiton boosts Holy damage dealt by 30% for 4 seconds per HP stack expended, maxing out at 12 seconds. This is best used when AOE tanking as it will increase your damage/threat from HotR, Consecrate, and Holy Wrath, among other abilities. (Note: As kaanman36 points out in the comments, this ability is not available until level 81. Still worthy of keeping in mind for the time being.)

Blessings are completely redone. Blessing of Sanctuary is gone (with the mana gain effect rolled into the talent Sanctuary), Blessing of Wisdom and Might are combined into the new Blessing of Might, and Blessing of Kings is now only worth 5% but increases magic resistances as well. Clicking your Blessing button once will automatically buff all party or raid members for one hour.

Auras have been revamped slightly as well, in that effects are generally the same, but all the resistance auras have been rolled into one Resistance Aura to rule them all.

The ability Touched by the Light (gained by speccing into prot) now automatically provides 6% spell hit. That means when melee hit capped we will be spell hit capped at well. This negates the new for a Glyph of Righteous Defense, which has been removed.

Righteous Fury now increases the threat generated by all abilities by 200%. This is an increase from the 80% we have now on Live, and has also been changed to apply to physical damage as well. It also has the most helpful tooltip ever.

Forbearance only limits Hand of Protection and Divine Shield now. Divine Protection and Ardent Defender are not prevented by it, nor do they activate it.

Speccing Sanctuary (3/3) now reduces chance to be crit by 6%, and thus Defense is removed.

A successful Block reduces damage taken from that attack by 30%. Not subject to Block Value anymore. Nor does that stat exist anymore.

New mechanics

Vengeance increases your attack power by 5% of damage taken up to a maximum of 10% of your health. To pull numbers out of my butt, with, say, 50k hp fully buffed one can expect an additional 5k attack power. Which would be a 108% increase over my current 4614 attack power. Assuming say 20k hits in ICC, we’re looking at capping Vengeance within 5 hits or so. Of course, the major downside is that Vengeance very quickly degrades out of combat and your full stack will be gone within seconds.

Judgements, thanks to Judgements of the Wise, gives mana back every time you judge. We put up a self-replenishment that restores 25% of base mana over the course of 10 seconds. This will negate the need for a rolling, perpetual Divine Plea. There is also only one Judgement spell now.

Spell changes

Seal of Command is gone and along with it the snap aggro it generated.

Seal of Corruption/Vengeance is now called Seal of Truth. Same mechanics, though different numbers. We still put up a dot that stacks to 5. It is still our primary tanking seal.

Consecration now only lasts 10 seconds and has a cooldown of 30 seconds. Duration can be modified by talents and the glyph. Mana cost for Consecration is now ridiculous, 55% of base mana. This is cut by 80% when fully talented, but mana might not be maxing out the talent in single-target threat builds. Be careful not to spam this and generally only save it for AOE.

Holy Wrath now hits all mobs, but still stuns Demons and Undead. Can by glyphed to also stun Elementals and Dragonkin. Holy Wrath has a set damage amount that splits based on how many mobs it hits, so you can use it for single target or for AOE.

Divine Protection now only reduces damage taken by 20% for 10 seconds, but has a 1 minute cooldown. It’s basically Holy Barkskin now. This can be glyphed to reduce physical damage reduction to 0% but boost magical damage reduction to 40%, which means that the spell has two uses: (1) as a cooldown to pop for major magic damage fights with predictable burst, or (2) to roll constantly on cooldown to reduce damage taken over the course of a fight. It’s not really an “oh crap” cooldown any more. Off the GCD.

Divine Shield‘s duration was cut to 8 seconds (thus killing Bubble Hearth for good).

Ardent Defender is now an on-click ability. Reduces damage taken by 20% for 10 seconds and gives you the guardian spirit effect for the duration. If the effect procs, you gain 15% health back rather than 10%. There is no associated damage-reduced under 35% health effect. AD is the appropriate “oh crap” button. 3 minute cooldown (reduced by talents). Off the GCD.

Divine Guardian still reduces raid damage by 20%, but does not apply to the caster (and thus can’t be used as a tank cooldown anymore). Also doesn’t redirect damage to the caster, so we can shelve those macros.

Stat changes

Agility no longer gives armor, only crit and dodge now.

Strength now gives parry, in addition to attack power. Also does not give block value anymore.

Thanks to Plate Specialization we get 5% free stamina from wearing all plate pieces. Not that that was ever an issue.

Our Mastery, Divine Bulwark, gives 16% block chance off the bat, and an additional 2% per point of Mastery (not rating). Mastery is trainable from your class trainers at 80, so make grabbing this one of the first things you do.

Armor (at least, bonus armor) was nerfed pretty harshly. Expect to see your precious armor gutted the first time you log into the post-4.0.1 world and re-evaluate pieces accordingly.

Procs!

We have two procs to watch for, Grand Crusader and Sacred Duty.

  • Grand Crusader has a power auras-esque effect, so it’s hard to miss, but nonetheless it resets the cooldown on your Avenger’s Shield. Can be procced by the used of Crusader Strike or Hammer of the Righteous.
    Right now GC is only really useful in AOE circumstances. At present damage values, Avenger’s Shield is a threat loss if used instead of Crusader Strike/Hammer of the Righteous, Judgement, or ShoR. Don’t even bother speccing this in a pure single-target spec.
  • Sacred Duty only alerts use with a red Judgement of Justice-like icon on our buffs frame. If you see this it guarantees a crit on Shield of the Righteous for the next 15 seconds. Do your best to match up ShoR with one of these procs.

Rotation?

Speaking of a rotation, 969 is dead. Moment of silence, please.

However, in it’s place, we have 939. Ugh.

Refer to the rotation detailed in this post for single target. Basically we have a priority system of 3HP ShoR > CS > J > AS > HW. Consecrate can be substituted for Holy Wrath, mana allowing, since it’s approximately a 60 dps increase. With a 3-second CS, that means that even other attack is CS, and then you follow with the highest-dps ability in the queue. (Source.)

For AOE, use HotR, HW, AS, and Consecrate to hold threat. Grand Crusader can be helpful here.

How I will spec

I’m planning to have two Prot specs, one for single-target/survival (aka, bosses) and one for AOE fights/trash/Gunship defense.

For bosses, something like this.

For trash, something like this.

If you want just one prot spec, this is probably the best choice.

Reckoning will be worth having, and not just because physical attacks are now affected by Righteous Fury. Moreover, it (unlike the WotLK iteration) gets better as you stack Mastery, which is great.

Divinity might also raise some eyebrows, but in the brave new world of Cataclysm encounters where healer mana will matter and damage taken will be slower, you’ll want that extra oomph. It will also benefit Word of Glory by double dipping for a healing increase.

I’m skipping Improved Hand of Justice because there just isn’t the budget room for it in a non-specialized spec. Same deal with Eternal Glory where the proc design and the possible infrequency of WoG use will limit its benefit.

How I will glyph

Assuming all glyphs from the beta make it over to Live during 4.0.1, then I’ll go with the following deck depending on what spec I’m using:

For single-target

Prime: Glyph of Seal of Truth, Glyph of Shield of the Righteous, Glyph of Judgement
Major: Glyph of Focused Shield, Glyph of the Ascetic Crusader, Glyph of Consecration

For trash

Prime: Glyph of Hammer of the Righteous, Glyph of Shield of the Righteous, Glyph of Seal of Truth.
Major: Glyph of Consecration, Glyph of Dazing Shield, Glyph of Turn Evil (for ICC utility)

Honestly though, these are approximate guesses of which glyphs will translate to the most TPS. I expect that any imminent theorycrafting will shuffle this list around a tad.

I’m also going to keep a Glyph of Divine Protection handy for Sindragosa-esque fights.

For both, Minors will be Lay on Hands, Truth, and Kings.

Reforging at 80

Something I’ve seen listed elsewhere which I think has a lot of merit (and thus I recommend) would be to, upon training Mastery, reforge your gear away from Dodge or Parry (whichever s higher) to Mastery. At current gear ratings and our level, we’re going to have steep diminishing returns. You can easily turn 4% dodge into 20% block with some quick reforging, for example. Feel free to go wild and see if you can block cap. You can always do the reforging if your avoidance dips lower than what you are comfortable with.

How to prepare for 4.0.1

I’m going to leave this up for commenters, but the single biggest piece of advice I have is to stockpile one of each glyph and bank them for the switchover. Glyphs will be changing to their newest iteration and prices will surely rise after the fact. This can get you a step ahead of any price gouging.

For gems, if you’re currently sporting any Shifting Dreadstones, you might want to put aside some Solid Majestic Zircons or other Dreadstones to regem with.

Are there any changes I missed that bear stating? How is everyone here planning to spec come 4.0.1?

From the Mailbag: Many mobs, handling them

Something I’ve never really done–post an email–but this was a really good question I received a little while ago, and I thought it be worth sharing (especially on such a slow news day!) for any other prospective tanks that might be lurking.

I have been reading your blog for awhile now and it pushed me into making my first tank, thank you by the way! I’ve played the last 4 years as a healer and dps, but I’m really starting to enjoy paladin tanking. I was hoping you could tell me how I know what mob to select if i see someone grabbed aggro. One target is easy enough, but what happens if you are all grouped up on 10 different things, and suddenly someone is taking damage, how do go about selecting the correct mob to start whacking/taunting. My char is only 43 at the moment, but i really want to start hammering in the correct concepts sooner rather than later. Are there certain mods I must have, i.e. if you saw someone without them you would laugh at them?

Respectfully,
The Eager Student

Hi TES,

Do you play with Name Plates turned on? If not, I definitely recommend doing that (it’s in the interface options). Then get two addons:

  • Tidy Plates
  • Tidy Plates: Threat Plates

With both installed and name plates on, the names above each mob’s head will turn green and small when you have control over them, and then red and large when you’re losing aggro. Easiest way to keep tabs on all the mobs for sure!

Happy tanking!

- Rhidach

A shot in the arm for WoG, and build 13066

There was a very interesting (and informative) Ghostcrawler post this weekend that gave some some great news about Word of Glory, as well as some insight into our tanking situation.

Word of Glory now scales with either attack power or spell power, whichever is higher. The net result is that Ret and Prot Word of Glory will heal for at least 50% more than they did before. That was why we had to nerf Selfless Healer. If I am remembering correctly, a level 85 Ret or Prot paladin 3 Holy Power WoG went from around 6000 to around 9000 (before Selfless Healer or Guarded by the Light). You should test it yourself though, since I may be misremembering.

One poster on Maintankadin reports Word of Glory healing him for 25k (out of a total of health bar of almost 100k hp) multiple times while Vengeance capped. Hearing these numbers just about evaporates many concerns I have about WoG. Indeed, with a heal of that value (25%!) then the ability definitely becomes a “meaningful choice”, contra the threat of ShoR.

If you need the threat, you shield slam. Otherwise you can toss a major heal on yourself. Much better choice now.

In other news, not only is Sanctuary broken, but so is our avoidance.

As far as tank balance goes, in beta we found that DKs and Feral druids were taking less damage than paladins and warriors. This is partially because of the Sanctuary bug (where it just wasn’t working). Beyond that, the avoidance of the former were just a lot higher. Druids get dodge and DKs get parry just from wearing Agi and Str respectively. Block tanks used to get a little mitigation from Strength, but it was never much, and that won’t really work any longer with the new model. Solutions include letting Str affect parry (for everyone in the same way Agi provides dodge) or giving all plate users some kind of Forceful Deflection passive or talent.

Part and parcel is this declaration:

Basically, we think that avoidance below 20% or so doesn’t feel very good because you don’t see it, and avoidance above around 70% or so breaks encounters and forces us to add “radiance” debuffs to raids.

It’s interesting, and welcome, to get hard numbers like that. I’m looking forward to seeing what they come up with.

Build 13066 also was datamined this weekend, and looking at the change there’s nothing particularly amazing. The biggest change I saw was Seals of the Pure going to 2/2 points, and Vindication going to 1/1, each shedding one point to cap. Which frees up three points for us. I think it’s safe to say they intend to trick us into putting those points into Guarded by the Light. Though, in light of the WoG change, I will gladly do that.

I’m currently looking into a spec like this, with those last points (plus the one in Hallowed Ground) going to some combination of Hallowed Ground, Reckoning, Eternal Glory, or Rule of Law. I’m certain it will depend if I’m doing an AOE threat or single target threat or survival build. Also depends on the relative TPS value of those talents.