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Tanking as a Protection Paladin for Fun and Prophet
来自 IntendantS
[Last Updated]:
2015/02/25
补丁:6.1.0
目录
评分:
Greetings to all the followers of the Light that wish to put themselves into harms way to protect the weak and innocent. I have been tanking as a
Paladin
since the early days of Burning Crusade and I wish to impart my wisdom upon those looking to follow in the footsteps of those that have come before. This guide will be divided up into a number of sections. The first will deal with tanking in general and should be pertinent to any class that wants to tank. Following that will be tips and tricks specific to the class itself.
General Tanking Tips
There are a number of things that all tanking classes should be aware of no matter what you're playing. Whether it's as a
Warrior
,
Paladin
,
Death Knight
,
Druid
, or
Monk
you'll have to keep in mind several tips and tricks to stay alive long enough to down that boss. The most important thing to remember is to stay alive while making sure that whatever your group is fighting is pounding away at you and not the DPS or healers. While skill is very much as important to tanking as to other roles, for us gearing up is more important than for others. Survivability is key here. There already is a good guide for tanking basics, which you can find
here
, but I'm including my own spin on it for completeness sake.
Warlords of Draenor has made changes to the tanking game that makes it a bit easier than in times past. Especially with the stat crunching. Gone are the days where you were forced to grind for Defense, Dodge, Parry, and Block while still maintaining a healthy dose of Stamina and your primary stat. In its stead we only require a few critical secondary stats. Stamina and our primary stat (Strength in particular for Paladins) are the main focus. And since every class/specialization combo gets gear for those two attributes automatically we don't have to worry as much about this as we have previously. As far as secondary stats go, though, it's a bit more random.
Secondary Stats
Bonus Armor is the most important stat that you should be looking for. With Warlords of Draenor, only cloaks, rings, and trinkets can come with this specific stat.
Haste is useful for any tanking class as it allows you to hit with your weapon and use abilities more frequently to rack up aggro.
Critical Strike, Mastery, and Versatility are also good options for grabbing gear should you not be able to get Haste or Bonus Armor on a piece.
Multistrike is probably the least useful for a tanking class, particularly Paladins, but can still be useful in certain situations.
Tertiary Stats
Should you be lucky enough to receive a piece of gear that offers a tertiary stat (a rare occurrence), these are the ones to look for:
Avoidance is probably the most useful of the tertiary stats and gives you a better chance to dodge out of the way of area-of-effect attacks. If you can get it with this, grab it.
Movement Speed is exactly what it sounds like. It makes you move faster. Very useful if you're planning on being an off-tank, on add duty, or for picking up mobs that just won't stay still.
Leech essentially does what it sounds like. It helps out the healers by supplementing health boosts.
Indestructible causes that item not to take durability loss. Of the four tertiary stats this is the least useful for tanking purposes.
Pulling and Holding Aggro
While the actual rotation of abilities are different from class to class, there are some basic rules to holding "aggro" (or "threat"). A good tank knows to keep mobs on them at all times and when they need to swap out by taunting off of other tanks. A great tank knows how to keep themselves and their group alive while at the same time making sure the DPS doesn't pull aggro themselves. It's not easy, especially if you're under-geared compared to the rest of the raid, but it can be done with some work. If you've got a pretty high gear score it shouldn't be a problem, though. Remember when I said that gear is very important to tanks? This is one reason why.
All tanks should have a passive threat generating ability. I'll talk about the Paladin specific one later, but it should go without saying that this should be on at all times that you're tanking. You'll have a very hard time of holding aggro without it. Each class also has its own set rotation of abilities for both generating threat and their primary resource (Holy Power in the case of Paladins). Each is different but work similarly. You'll want to follow this rotation religiously. More on this later.
As for pulling mobs, it's highly recommended that you pull from afar. Any ranged ability will work, but try to use one that generates a lot of threat. Whatever ability you use to pull, though, make sure that it generates enough threat to offset any trigger-happy DPS that won't wait for you to establish a good hold on the mob. There have been times that I had to fight to hold the attention of a boss or trash because a mage or whatever couldn't wait a few extra seconds for me to establish dominance. A good add-on to have when raiding as a tank is "Omen", which I'll discuss towards the bottom of this guide.
Some Advanced Tanking Strategies
It's important to make sure that as many attacks hit you and not the rest of the raid as possible. That said, positioning the mob is key to this strategy. For example, it is usually wise to position a boss so that it's facing away from the rest of the group so that any frontal attacks only hit you and/or other tanks. And some fights actually require you to do a dance with them, moving them around the arena so that nobody stands in whatever area effect they drop. There are already several guides for specific fights posted so I won't go into any in detail. Just remember to not stand in areas affected by an ability and to keep them facing away from everyone else and you should do fine with positioning.
Don't forget that you have a dedicated taunt. If a DPS gets too excited and manages to overshoot you in threat or if a boss fight requires playing tag-team with the other tank(s) you should make sure that this ability is always up in case of an emergency. A good add-on to have for taunting (or really for anybody that wants to raid) is "Deadly Boss Mods". If you don't have this one installed and you want to group up you should get it. In fact, most guild raid groups require this in order to be in one.
Specific Paladin Tanking Tips
We've covered some basic tanking strategies above, but why should you play as a
Paladin
? That's a very good question and one that I'm willing to answer here. The short answer is if you like playing as a "holy warrior" type and want to supplement your tanking abilities with some potent off-healing this class is the right choice for you. With that said, what sets this class apart from the other tanking types? Well, read on. This section is to inform you on how to tank effectively as a protection Paladin. You can also read more on tanking as a Paladin by
clicking this link
as well.
Core Abilities
As mentioned above, each class has its set rotation of abilities to tank effectively. And Paladins are no exception. Your primary resource is called "Holy Power" and you can have up to five "stacks" of this at any one time. Some abilities add to this pool while others use it up to power them. You also have a mana pool like most other spell-casting classes, but you'll rarely need it and you'll never run out of it if you play the game correctly.
Righteous Fury
: This is your main threat generating ability. You'll need to have this on at all times.
Blessing of Kings
&
Blessing of Might
: These are your hour-long buffs. It's generally up to the group to decide which on you use, but in general I recommend to use Kings unless someone else has a similar buff up.
Seal of Insight
: You should always have a seal up at all times and this is the one that you should use. It helps lessen the burden on the healers in your group.
Consecration
: This is your primary AoE attack and if glyphed it can move with you. Very useful against groups.
Avenger's Shield
: This ranged ability should always be used to pull as it has strong threat generation and can hit up to five targets at once. Can generate holy power when
Grand Crusader
procs.
Judgment
,
Crusader Strike
, &
Hammer of the Righteous
: These are your primary Holy Power generating abilities. Always use them while not on cooldown.
Holy Wrath
: A single target attack that does not use Holy Power. Use when the above abilities are still on cooldown.
Shield of the Righteous
: This is the reason why you want to constantly generate Holy Power. It both does damage and helps with mitigation. It also procs
Bastion of Glory
which is useful for self healing. Uses three Holy Power.
Hamer of Wrath
: This ability only procs when your target is below 20% health. Use when not on cooldown.
Utility and "Oh, *&^%!" Buttons
While your main tanking rotation includes building up Holy Power and spending it, there are times where you need to break from it in order to keep yourself and others alive. I like to call these the "Oh, *&^%!" buttons as they're mostly reactionary and should be used only when needed.
Reckoning
: This is your taunt. Use this when you're starting to lose threat or when a boss fight requires you to switch with other tanks.
Rebuke
: This is your interrupt. Use it to make sure that major abilities that can hurt the group don't go off.
Word of Glory
: This is your main self heal. It's instantaneous as long as it's up so you don't have a casting timer like you do on other healing abilities. This can stack up to five times with
Bastion of Glory
and is recommended to only use it at five stacks unless you're really hurting and your healers are having a hard time keeping you up.
Lay on Hands
: This ability heals you up to full instantly. Causes
Forbearance
and has a ten minute cooldown.
Hammer of Justice
: This is your main stun. Use it when you need some crowd control. Can also be used as a quick interrupt in a pinch. Can be talented into
Fist of Justice
.
Cleanse
: Cures any poison and disease effects on party members. 'Nuff said.
Divine Protection
: Reduces magical damage taken. If glyphed can also reduce physical damage. With a low cooldown it's one of the most useful of the mitigation abilities and is recommended to have it up at all times.
Ardent Defender
: Reduces damage and can be used as a "get out of death free" card.
Guardian of Ancient Kings
: Another damage reducer with a medium length cooldown
Divine Shield
: A very powerful mitigation spell that cancels all damage done to you with a lengthy cooldown. However, it also causes you to do less damage and drops threat. Only recommended as a last-ditch effort to save the party. Causes
Forbearance
Customizing Your Experience
Now you know how to tank and what abilities to use, but what about tweaking your character to make your experience even better? In this section I'll cover topics like what talents and glyphs to pick, how to enchant and gem your gear, and some very useful add-ons that you should consider picking up if you want to be an effective and efficient tank.
Talent Build
Some talents are pretty much mandatory to pick up while others are flavored by personal choice. Here is my current build as an example:
Selania - Wyrmrest Accord
Tier 1:
This one is all up to personal preference. Each one can be useful in any situation. I prefer to use
Pursuit of Justice
for it's continuous movement speed benefit.
Tier 2:
Fist of Justice
is highly recommended for this tier as it doubles the range and halves the cooldown on
Hammer of Justice
.
Tier 3:
You'll want to choose
Sacred Shield
for this tier. Of the choices it's the best as it gives you more damage mitigation. Make sure this buff is up at all times.
Tier 4:
Unbreakable Spirit
is recommended here as it halves the cooldown of most of your "Oh *&^%!" buttons.
Tier 5:
This tier is once again up to personal preference. Each of the three choices are solid picks.
Tier 6:
This tier is once again up to personal preference. Each of the three choices are solid picks.
Tier 7:
Holy Shield
is your best choice here, especially if you're just starting out as a tank. Even for veterans it's a solid pick as it adds to your block.
Glyph Choices
Major Glyphs:
With the release of 6.1, Glyph of Alabaster Shield was removed from our list which means that those of us who were using it have to pick a new third major glyph.
Glyph of the Consecrator
is a very useful one to have slotted as it lets your
Consecration
move with you.
Glyph of Divine Protection
is another recommended one. While it lowers the damage reduction on magic spells it also increases your physical damage mitigation. For your third major slot, I'd suggest investing in either
Glyph of Ardent Defender
or
Glyph of Final Wrath
.
Minor Glyphs:
As with most classes, minor glyphs are mostly cosmetic and are purely based on taste. However, there is one that I recommend as it's the closest we'll get to the famous "bubblehearth" maneuver used in the past.
Glyph of Righteous Retreat
allows you to speed up the casting time of your Hearthstone when you pop your
Divine Shield
.
Enchants and Gemming Gear
Most of what you'll add to your gear is really based on what you're currently lacking. Gem slots are very rare with the release of Warlords of Draenor and the only way to get them now is by hoping any gear you get pops up with one. The good news, though, is that any color gem will work in these slots. Gone is the need to color-coordinate gem slots with gem colors and there is no longer any "slot bonuses" to these items. With that said, the stats that you should be looking for are Bonus Armor and Stamina. Those two are very important to tanking as they'll help keep you alive longer. Beyond that, Haste is a very good stat to look for in "upgrading" your gear. Mastery, Critical Strike, and Versatility are also very good choices. Basically, whatever I told you in the "Secondary Stats" section above should be considered for enchanting and gemming your gear.
Suggested Add-Ons
One difference between being a "good" tank and being a "great" tank is your choice of add-ons. These are small programs that you can download and place in your game folder to make things easier on your gaming experience. There are a few that I would consider mandatory for any serious would-be tank. I'll list them here:
Deadly Boss Mods
: This one is pretty much required by any raiding guild for any class. This gives you timers, bars, warnings, and the like. It also includes prompts on to when to switch targets or taunt off the other tank(s) in the group.
Omen Threat Meter
: Required if you want to make sure that you're at the top of the threat pile. This keeps track of the ones who have the most aggro and where they are in relation to you. Very useful in seeing if someone is in danger of pulling the mob from you.
GTFO
: Another useful mod for the entire raid, but especially useful for tanks. A warning will sound telling you that you're standing in something you're not supposed to. Useful for kiting a mob so that nobody's standing in areas they're not supposed to be.
Recount
: While not necessary for tanking purposes, this add-on helps you to keep track of raid-wide DPS, healing, etc through the use of graphs and a small window that you can display on your screen.
External Links
Maintankadin Forums
Icy Veins' Guide to Paladin Tanking
Curse Add-Ons
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SquireKel
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Prophet
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