Gear is awesome. I cannot really disassociate that feeling of growing in power and stature from that one of enjoying World of Warcraft. While the progression of power through the acquisition of gear at max level is not as noticeable as what you enjoy while leveling up, on some level it is a lot more goal oriented, self motivated and as such enjoyable, at least for me. Gearing up and learning new spells as you level up comes as a matter of course; when you hit the end game you get to start to plan out your own progression path.
Personally this kind of progression is what I enjoy most in the game. The reason is the responsibility you have to figure out what matters and what does not, what makes you the best you can be. And that is what it is all about.
Gear lets you do two things. It makes you look awesome for one. Or at least it should if the Blizzard art design team are doing their jobs properly. More often than not, as you are gearing up, your armor will start to look more imposing, your weapon looks more dangerous, your shield looks like you should barely be able to lift it off the ground. Your cloak grows longer. Then you start doing tiered raiding and you see your piecemeal armor be replaced by pieces that are parts of a set and go together.
It just makes you happy to go from an unknown entity in a clown’s rags to a faction champion.
Then of course there is the other thing you gain from your gear: Stats.
Now the Protection Paladin has gone through a lot of sweeping changes since the inception of the spec. Anyone who was around in The Burning Crusade will remember Spellpower weapons and the search for the elusive block cap. Since Wrath the Spellpower weapon has become an outdated relic. The block cap still exists and refers to reaching 102.4% avoidance, meaning that a boss will never actually hit you. Each and every attack that lands will either miss, be parried, dodged or blocked. Back in TBC this was paramount as it pushed Crushing Blows off the horizon. With Crushing Blows removed from the game this cap has become more of a nice goal to shoot for rather than something you had to have if you wanted to progression tank.
It is clear that the worth of the different stats to the Paladin has changed. In Cataclysm it will change yet again; by all standards it seems like they will change to a greater extent to what we have ever seen before. However in the meantime there are bosses such as Arthas to kill and loot.
Stats and Gear – Introduction and Overview
Looking at the gear options available to Protection Paladins, it is obvious that what you want is Plate with Defense. You have a few divergent slots: Trinkets will not necessarily have Defense but either Stamina, avoidance or threat stats. There is also your main hand that may not necessarily feature Defense as a stat, you will both find weapons that have good avoidance stats that serve as tanking weapons and you may sometimes even opt for pure dps weapons. More on that issue later however.
With Defense you will find that your gear will have varying degrees of mitigation, avoidance and threat stats. Most Plate you will find have Strength, Stamina and Defense. The two other stats will be either Armor, Hit, Expertise, Block Rating, Block Value, Dodge or Parry.
Usually it will serve you reasonably well to simply go with whatever gear has the highest item level. An in game way to look at how high the item level of a said item will be is to look at the inherent armor value of the item. The higher the armor, the higher the item level. However if you want to excel at your role you need to specialize and prioritize your stats. All stats are not created equal and indeed they serve different functions and excel at different things. There are however a few basic things we should always keep in mind.
Defense makes you uncrittable at 540 against raid bosses. At 535 you will be uncrittable in heroics. Never go below the apprioprite threshold unless you make up the difference by using Resilience. Defense past 540 will still give you avoidance that does not suffer diminishing returns.
Strength and Block Value are the best threat stats for a Paladin. Strength also contribute to Block Value at a two to one ratio.
Parry and Dodge are better than Block Rating, as avoidance beats out mitigation.
Stamina is the only thing that always contribute to all forms of effective health (EH and MEH, effective health and magical effective health), Armor to EH only.
Block Value will start to contribute towards your EH when block capped. Consequently at this point Strength also becomes an EH stat by contributing to Block Value.
Hit and Expertise are secondary threat stats, inferior to Strength and Block. However for actual Taunts you need Hit. Expertise on the other hand reduce the chance of parry-hasting the boss.
Fulfilling Your Role
As a World of Warcraft player, you should always keep in mind what you want to do within the game. For myself, I have run most avenues that the game offers you, excepting perhaps the aspect of role playing and of course PvP. I have played the game from a hardcore perspective, where all I wanted out of it was to raid and to beat end game content. I have played as a casual player, doing progressive content outside of raids. I have played as a five man player only. Throughout The Burning Crusade I played a Rogue, which was quite a different experience from playing a tank.
As a Protection Paladin you need to specialize further. Just as you want different talent specs for different situations, you want different gear sets for different encounters and play modes.
For soloing old world content, be it for achievements, for reputation or for sheer fun, there is little doubt that the Protection Paladin is a solid spec. Protection Paladins with high enough avoidance and block to reach the block cap and a solid amount of block value will hardly be touched. The same kind of setup is also very attractive for running heroics. The way block value scales, or fails to scale, means that you can basically make yourself untouchable for long periods of time. Of course in very large packs you run the risk of having Holy Shield fall off before the cooldown is up again, but the fact of the matter is that high avoidance coupled with a lot of block value will trivialize a lot of non-end game content.
What you are looking for in this kind of situation is to stack as much avoidance and block value as possible. You will always have the stamina just by what you have on your gear to survive most magical damage and as long as you keep your Holy Shield up you can basically never die. In fact when you start to really outgear heroics, which is really easy with the way the current badge system works, you can basically go to heroics without a dedicated healer. I would not really recommend this as you could just as easily have a healer and pull more packs and not have to worry about taking risks, but the option is still there and your healer will probably spend a fair amount of time dps’ing in most cases.
Running heroics, once you have started raiding and acquired tanking gear from raiding instances does not require any specific gear setup. However the avoidance plus block value equation is a really enjoyable way of doing things. However if you are still in pre-raiding gear, you want to be on the lookout for gear with those stats. Seeing that Naxxramas was the first raiding instance of Wrath of the Lich King and that it was really, really easy we never saw the kind of situation as in The Burning Crusade where heroics were actually really challenging. You could easily acquire just about all epic gear by the end of the first week of hitting max level. Of course the heroics themselves were not nearly as challenging as the Burning Crusade ones either, which basically meant that you did not have to gear up through regular level 80 instances in order to do them. So the advice about what to gear for when doing heroics is not something I expect everyone to listen to and indeed you do not need to in order to run them competently. Then again merely running things competently is not something that I personally shoot for. In my mindset, if I am to do something in World of Warcraft I want to do it to the very best of my ability. This means that I want to be able to do Heroic Azjol-Nerub in ten minutes instead of twenty. If I want all the emblems to gear up my off spec, running a heroic that much faster and that much smoother has a tangible benefit.
The End Game Main Tank
Now going from tanking heroics and tanking normal modes in raids to tanking hard modes changes your priorities significantly. You can no longer merely pick up scraps as it were and do fine. You need to start prioritizing stats in order to even stand much of a chance.
There has long been an image of having a well rounded tank with a good balance between avoidance, mitigation and pure health as the pinnacle of what you want. Intuitively this is fairly compelling. You want a lot of health, this much is obvious. You also want a lot of avoidance in order to help out healers and their mana. You want threat stats in order to not threat cap dps classes. It all sounds very sensible.
I think that this line of reasoning is outdated. The game has changed a lot since raiding started out in vanilla WoW. The tanking role has gone through a lot of changes, a lot of it due to how Blizzard are now making raids challenging. The raiding environment is certainly a lot more dynamic and the challenging end game encounters are a lot more involved. Given how avoidance has scaled the old equation of how a tank functions has become obsolete. For an encounter to challenge healers we will usually see a lot of unavoidable damage; the tank needs to be topped up at all times. The old times of seeing the tank taking slightly more damage than the healers can heal up have passed by. When once you could hear ‘Heal the tank, heal the tank’ being shouted out on Ventrilo, you will now probably only hear ‘Heal’ before it would have been too late to react to the incoming damage.
In largely simplistic terms, we have gone from a situation where there was mostly consistent damage on the tank. In this situation avoidance is great. Then we add non-avoidable environmental damage to the equation. For the tank, avoidance is still great, however you will still probably need to stack more stamina than before because some of the damage cannot be mitigated in any meaningful way. However in its current incarnation, the challenging raid encounter has a lot of unavoidable damage on the tank. While avoidance is still at a premium, you can no longer stack it. You are forced to gear for maximum effective health.
Now something I mentioned in my talent and spec post is that you should always communicate and discuss things with the rest of your raid and perhaps specifically your healers. In the grander scope of things, what I am advocating is to treat your spec and your gear contextually.
Gear up in the way that is optimal for the context in which you are playing.
This has very much been implicit in what I have been saying both about gearing and speccing. And while it does of course mean that you talk with the rest of your raiding team, that you take input from your healers, there is an implication that sometimes is sorely missed. The fact of the matter is that the encounters you will be facing will be dictating your gearing choices.
http://forums.worldofwarcraft.com/thread.html?topicId=19717352338&sid=1
This is the environment we are currently in. Until Cataclysm comes and the whole stat system gets revamped I have a hard time seeing that this will change in any meaningful way. Please do note that while Ghostcrawler is indeed correct that bosses do not in fact hit for 40k, what they are doing is pushing tanks even more into stamina stacking than if that had been the case, and that that would have been all the incoming damage.
http://forums.worldofwarcraft.com/thread.html?topicId=19820872332&sid=1
These two threads, when you disregard the complaints about class imbalance, showcase what kind of raiding environment tanks are facing if they are looking to get into end game content. They also highlight just how skewed the situation has become in favor of effective health.
Once again, the intuitive reaction to any tank is to make sure that he or she meets the very basic health requirements of an encounter. Say a boss hits for 20k on each hit. If you have 35k you will never survive two hits. Avoidance matters of course, but there is always the chance to see a string of two hits. Buff your hp to 41k and you can eat two hits. You will also give your healers some real heart attacks, seeing that they need to heal you for 20k until the next hit lands. Take that up to 50k and they will need to land 11k on you. All very basic stuff of course. However it is never that easy. Right now the encounters work so that it is not just about pure hits from the boss, there is spill damage going on, unavoidable tank damage from impales and debuffs, raid damage that the tank also has to live through. As such that extra hp has a two fold bonus after you make sure that you meet the minimum requirements: Not only does it give your healers more reaction time and make sure that the healing throughput needed is not as intensive, it also makes you more able to soak the incidental damage. In other words, it both contributes to giving your healers more time to land a heal and it makes you live more easily through any unavoidable damage inherent to the encounter.
As noted above, I find little to suggest that this paradigm of how Blizzard makes healing the tank challenging in this expansion. If anything I would imagine that outside of gimmicks, this is what we can expect to see in Icecrown as well. Certainly the blue responses to queries about this situation seem to indicate that this is something Blizzard is quite pleased about. Now with Cataclysm we might see them move away from this philosophy and it is neither inconceivable that they will indeed try to change it even before that, but for right now, pure encounter design makes it so that stamina is really the kind of the stats.
This information is of course very general. It pertains to all tanks. For Paladins there are other concerns to take into consideration as well. For one we have Ardent Defender. If we disregard the 1UP effect, we can take a look at what stacking Stamina does to your effective health. With 3.2 this talent will make any attack that would reduce the paladin to 35% health or below has its damage reduced. Essentially, each time you gain more health you extend the range in which you will have the damage taken reduced. This alone makes stamina stacking, even when looking at it without the context of taking the amount of damage we are seeing in things like Yogg-Saron plus zero and Trial of the Grand Crusader, a very worthwhile and sensible choice. For the sake of clarity, Ardent Defender as of 3.2 is no longer leapfroggable. This means that whenever a hit would take you below 35% health, the portion of the hit that would put you below that threshold is affected. Thus you do not have to at thirty five or below for the reduction to be effective. It is an amazing talent and you will benefit greatly in terms of effective health the more pure health you have. Finally, until 3.2.2 hits the street Paladins also gain threat off stamina in the form of Touched by the Light. It is not a huge deal and it will be changed; in 3.2 threat is so easy to hold it is almost a non-issue, it just further goes to skew things even more in favor of Stamina.
Effective Health
Everything considered, at this moment in time all tanks must gear up for effective health. This means that really two things matter for the gearing choices we make: Armor and max stamina. First off the encounters call for this. The second reason why this is done is because we can. Just by looking at the gear that is available from end game content we will never truly be short of avoidance anyway. Parry and dodge will be our gear no matter what. And because of how most encounters are designed there is very little reason to actually skew things in the favor of avoidance.
Ultimately there are not many gearing choices we have to make. At this point in the progression we do not see that much badly itemized gear. We still have the odd items with block rating on it, but those are becoming few and far between and are easily discarded. Given that the stamina and armor are the same it is not hard to acquire a lot of avoidance through having gear with the old Str/Sta/Def/Dod/Par setup.
The choices we make will usually come through gemming and enchanting. And right there is where the slant towards effective health shines through. A lot of people will rightly treat all sockets as blue and just use one purple gem to obtain the best possible socket bonus while activating their meta gem. Now this is not necessarily the best plan of action no matter what, there are socket bonuses that will be worthwhile, where you sacrifice perhaps three stamina altogether to gain ten agility or similar. However you will not be looking to obtain these bonuses in a lot of cases. A natural instinct is to try to activate them as often as possible, as to gain more ilevel points and to squeeze out as much theoretical stat budget as possible; while appealing both aesthetically and from an out of context min/maxing exercise it just does not hold up in practice and when looking at the challenges we are facing.
The old paradigm of ‘stack effective health until threshold then go for avoidance’ is dead. What this used to mean was that you would stack stamina until you could take either two or three hits from a boss without dying, then stack avoidance to help out healers and to get more strings of dodge/parry/miss. The philosophy is that if you can go from surviving two to three hits by stacking more effective health you did so; if you could not reach another threshold you would be better off stacking avoidance. As seen above this philosophy has been invalidated mostly through encounter design where spill damage and unavoidable damage play a huge part of the healing difficulty.
Of course this is the mere start of the complexities of stat choices when it comes to Protection Paladins, but it is perhaps the most important part and a subject that should hold a lot of interest to the most of us.






