Protection Paladin Tank Rotation, Cooldowns, and Abilities (Legion 7.2.5)
Table of Contents
General Information
On this page, we list your Protection Paladin core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.2.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Protection Paladin.
The other pages of our Protection Paladin guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved by Treckie, one of the best Protection Paladins in the world, who raids in Prime. You can watch his stream on Twitch and you can follow him on Twitter.
1. Single Target Rotation
The Protection Paladin rotation is based on a priority system, and it
differs slightly depending on whether you are trying to maximise your
survivability or your damage. In addition to this rotation, you will have to
make use of your
Shield of the Righteous (and to a lesser extent
your
Light of the Protector) to stay alive, as we explain below.
In the case of a fully defensive rotation with
Blessed Hammer,
every other ability you use should be a
Blessed Hammer. Doing so will ensure high
uptime on the debuff it applies. Aside from that, using your abilities following
this priority system will maximise your survivability.
Realistically, however, focusing too much on doing this will come at the
expense of your damage output, so it is only recommended when you value
survivability above all else; otherwise, it is not worth delaying casting
Judgment for it.
Keep in mind that due to your
Grand Crusader passive, there is
always a chance for your Avenger's Shield to have its cooldown reset.
2. Multiple Target Rotation
Against 2 enemies, you should simply perform the above rotation against a single target. Against 3+ enemies, you should make use of the following priority.
Consecration;
Avenger's Shield;
Judgment;
Blessed Hammer (or
Hammer of the Righteous, if you are
not using Blessed Hammer).
Remember that for
Consecration to be worth using,
enemies must remain in it for its full duration; otherwise, it drops to last
place in priority.
3. Active Mitigation
Shield of the Righteous and
Light of the Protector are your
two active mitigation abilities (though Light of the Protector is a heal, so
it does not really mitigate damage).
In the sections that follow, we will explain their recommended usage. Keep
in mind that both of these abilities are 20% more powerful when you are
standing in your own
Consecration, so that is a good habit to
develop.
3.1. Shield of the Righteous
Shield of the Righteous is your main damage mitigation ability.
It has 3 charges, and each use grants you a 4.5-second buff that reduces the
damage you take (the exact reduction amount depends on your
Mastery: Divine Bulwark). Shield of the Righteous also deals damage to
your target.
Shield of the Righteous is off the global cooldown, so you can easily fit it in together with your normal rotation. The exact timing for when to use it depends greatly on your circumstances, but in general, you should aim to have it active whenever you are taking significant amounts of damage, while always making sure that at least one of its charges is used so that you do not waste the recharge time. Ideally, you should keep at least 1 charge in reserve.
It is not possible to keep 100% uptime, so you should not even attempt this.
3.2. Light of the Protector
Light of the Protector heals you for 30% of the amount of health you
are missing. It is also off the global cooldown.
The heal of Light of the Protector is quite low in most cases (until you
reach 3/3 in
Scatter the Shadows), and is basically your only
means of self-healing aside from
Lay on Hands.
Given its rather long cooldown, you should wait to use Light of the
Protector until your health is at a comfortably low level (around 30-50%
health, depending also on your
Scatter the Shadows rank), so as to
gain the highest possible benefit from it without dying. Correctly maximising
the efficiency of Light of the Protector is essential.
4. Taunting
Hand of Reckoning is your taunting ability. It only works on a single
target and has an 8-second cooldown, forcing the target to attack you for 3
seconds, putting you on top of the mob's threat table, and causes you to
generate 3 times more threat for 3 seconds.
5. Cooldown Usage
As a Protection Paladin, you have a number of defensive cooldowns and other abilities that help you better survive damage spikes or recover from them. This is how they are best used:
Guardian of Ancient Kings provides you with a 50% damage
reduction for 8 seconds, on a 5-minute cooldown. It is an excellent defensive
cooldown. You should use this before a period of large damage, or when your
healers are unable to heal you for a while.
Ardent Defender is another powerful defensive ability, with a
2-minute cooldown and an 8-second duration. It reduces all damage taken by 20%
while it is active, and it causes the first killing blow against you to
heal you up to 12% of your maximum health instead of killing you (the latter
effect consumes the Ardent Defender). This ability is best used to bypass
deadly encounter mechanics, or to save your life in critical moments.
Lay on Hands is essentially a massive heal with a very long cooldown.
It will heal you (or a targeted ally) for your maximum health, with a
10-minute cooldown. It is best used as an emergency heal, either for yourself
or another raid member.
Divine Shield makes you immune to all damage for 8 seconds. Normally,
this ability is difficult to use while tanking (since the boss will immediately
attack the next target on the threat table), but it can be employed to clear
certain debuffs, or to avoid fatal encounter mechanics. It can also be combined
to great effect with the
Final Stand tier 5 talent.
Additionally, your Artifact grants you
Eye of Tyr, an ability
with a 1-minute cooldown that causes all nearby enemies to deal 25% less
damage to you for 9 seconds (and also damages them). Use it defensively, as
often as possible throughout the fight, to reduce your incoming damage, or save
it for periods of high damage.
You also gain additional cooldowns and abilities from your talents. We cover these in a subsequent section.
6. Optional Read: Mastering Your Protection Paladin
While the information we gave in the previous section will yield very good results, there are a few things you should be aware of, in order to play your Protection Paladin to its full potential.
6.1. Artifact Ability
Eye of Tyr, your Artifact ability, damages nearby enemies and
debuffs them to deal 25% less damage to you for 9 seconds.
Generally, using it for the damage it deals is not worth doing. Instead, you
should use
Eye of Tyr to reduce the damage that your enemy or
enemies will deal to you. You should aim to use it frequently since it has a
rather short cooldown, but unless you use it to stack with
Shield of the Righteous for a big burst from the boss, Eye of Tyr is best
used to cover any gaps you might have when Shield of the Righteous is not up.
During the 9 seconds of damage reduction, you can save Shield of the Righteous
charges and can follow up instantly with that. Since it does damage it can be
used as an AoE pick-up tool as well if all else is on cooldown.
6.2. Creative Divine Shield Usage
Divine Shield (and to a lesser extent,
Blessing of Protection)
frequently allow you to bypass or break certain encounter mechanics. While this
sort of thing is usually an advanced technique, there are some simple tricks
that you can use to great effect even if you are not an experienced Protection
Paladin.
6.2.1. Divine Shield Taunting
Taunting a boss with
Hand of Reckoning forces them to attack you for 3 seconds
(commonly called a "3-second fixate"). You can use this in combination with
Divine Shield to "cheese" certain mechanics. Simply cast Reckoning and
then immediately cast Divine Shield. Then, use a macro such as
this one to cancel Divine Shield
about 2 seconds later. The idea is that while the 3-second fixate is up, the
boss will continue to attack you, despite you being shielded by Divine Shield.
For this reason, it is important to cancel Divine Shield before the 3 seconds
are up.
You can use this to remove many harmful debuffs (most DoTs and bleeds), or to avoid an otherwise fatal attack. Also note that some attacks bypass Divine Shield, and this trick will obviously not work for those effects.
6.2.2. Avoiding Mechanics
There are a number of encounter mechanics that choose a random target (or
several random targets) from amongst a raid group. Many of these effects
ignore players that are immune to damage when the targets are being chosen. By
using
Divine Shield at the appropriate time, you can often divert the
target choice to another player, or in many cases eliminate the spell cast
entirely, resulting in an easier encounter.
6.2.3. Blessing of Protection
Blessing of Protection lets you pull many of the same tricks on other
players (since you can cast it on any raid member). It removes many physical
DoTs and bleeds. In a raid team with several Paladins, this can eliminate the
danger from an otherwise complicated mechanic.
In addition, mobs that fixate on a random player often ignore the immunity granted by Blessing of Protection. This is particularly helpful when the mob targets a caster or healer, as it can allow them to skip kiting a mob and maintain their full DPS/HPS output.
Finally, Blessing of Protection frequently bypasses the target-selection mechanics the same way Divine Shield does. Casting Blessing of Protection on a player before the target-selection process can ensure that they do not get chosen. This can allow them to move to locations that would otherwise be dangerous to themselves or the raid.
Keep in mind that if you take the tier 4
Blessing of Spellwarding talent, your Blessing of Protection is replaced by this new ability that instead protects against magic damage and sometimes allows you to remove or bypass
magic debuffs.
It is also important to note that
Blessing of Protection does not
prevent the targeted player from continuing to attack, so using it on friendly
melee players is perfectly acceptable.
6.3. Abilities and Cooldowns from Talents
6.3.1. Tier 4 Talents
Blessing of Spellwarding replaces
Blessing of Protection,
causing it to instead grant magic damage immunity. Its usage remains largely
the same as for Blessing of Protection, but naturally adapted to magic
damage.
6.3.2. Tier 5 Talents
Final Stand allows you to continue tanking (and forces all targets
within 15 yards to attack you) for the duration of your
Divine Shield.
Obviously, this turns Divine Shield into an even more powerful cooldown, and
its uses are quite straightforward.
6.3.3. Tier 6 Talents
Aegis of Light should be used to protect as many raid members as
possible from extreme damage. It will require proper positioning not just from
yourself, but also from the rest of the raid, which should be stacked up in
such a way that allows you to protect them.
6.3.4. Tier 7 Talents
If you have chosen
Seraphim, you will generally want to try and
use it as soon as possible every time it is available to get the most
effectiveness out of it in terms of offensive value. Remember that this comes
at a considerable survivability loss (due to it consuming
Shield of the Righteous charges), so only use it when it is safe to do
so (you are not actively tanking or the boss damage is low).
7. ChangeLog
+ show all entries - show only 10 entries- 13 Jun. 2017: Page reviewed and deemed updated for 7.2.5.
- 28 Mar. 2017: Tweaked the single and multiple target rotations slightly.
- 10 Jan. 2017: Checked and confirmed for Patch 7.1.5.
- 17 Oct. 2016: Updated the Eye of Tyr text to correctly mention that all damage is reduced, and expanded its recommended usage.
- 22 Sep. 2016: Updated Hand of the Protector and Light of the Protector healing percentage (now 30% of missing health).
- 19 Sep. 2016: Made some small updates to the Light of the Protector section.
- 29 Aug. 2016: Updated for Legion's launch.
- 21 Aug. 2016: Updated the Light of the Protector description to account for a recent hotfix.
- 20 Jul. 2016: Updated the explanation for using Seraphim to clarify that it is a survivability loss to do so and that you should be careful not to die.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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