The Light Is My Shield: A Guide To Prot Paladin

Introduction: “I’m A Prot Paladin And So Can You.”

A little bit about myself. I started playing WoW in 2005 and ended up playing a Warrior and at 17 with how few and far between information was, I didn’t really know what I was doing fully. I eventually rerolled a Priest and had raided through MC/ZG/AQ20 and some BWL.

I always loved the Paladin tank archetype. In Diablo 2, my main was Zeal+Holy Shield+Devo Aura Paladin. Didn’t do great damage, but I could stand there and burn down packs without dying.

A few friends wanted to try out Alliance so I rolled a Paladin of course. I told them I wanted to tank. This was back when Seal of Fury was a thing and Priests had attack power on their Inner Fire still. Didn’t really make it past 20, but as soon as Paladins came to the Horde, that was my main pretty much the entire time through Legion.

When Classic was announced, a few friends wanted to only play Horde and one was willing to go Alliance. That Alliance friend quickly bailed on me after about 15 levels and when I hit 20 I gave up on it for awhile. Eventually, I started reading into how people were starting to make Prot Paladin work. I decided to not let that dream die. By P3 I had reached level 60 and was ready to tank my first raid. The guild I was in, had some trepidation and the GM had a lot of questions. I explained how it worked and how I had tanked Onyxia in a PUG and felt ready to move into some real stuff.

My guild used a Wishlist (kind of a precursor to Soft Reserves) and I jokingly put Bindings down. I was told that wasn’t supposed to be on there and they would decide it by the Officers. Ironically, they did drop. I chose to pass them since I was new to raiding with the guild. Silly me, but it wasn’t necessary (I have Thunderfury on my Horde Warrior anyway).

My guild split up before AQ was released due to a lot of people not wanting to move into a Loot Council system. I chose to abandon my Paladin since I had friends I was playing with on the Horde and trying to balance raid consumes on two characters, on two factions, on two realms was getting to be impossible. Enough about me.

Heresy: Breaking the Meta?!

So let’s start by getting this out of the way. I’m sure the trolls will try to pick this guide apart. Their arguments are terribly cyclical. You provide and answer for one thing, they respond with another thing they believe is an issue, you respond to that, they return to the original argument. It’s boring. If you want to troll, please do it in another thread.

The biggest controversies about Prot Paladins are usually from people who believe that if you aren’t playing only the top classes or specs, you’re wasting your time. While that may be their opinion, there is a lot of misunderstandings, half truths, or just downright lies about Paladin tanking in Classic WoW.

The typical arguments are:

Paladins can’t taunt!
Paladins have no mana!
Paladins do no threat!
Paladins don’t have the gear!

So let’s walk through these usual claims. Here goes (we’ll go into much more detail later):

Paladins can’t taunt!

You are absolutely correct. We do not in fact, have a taunt. However, there are several ways around needing a taunt.

Paladins have no mana!

You again are very observant. Prot Paladins have notoriously low mana pools. With buffs, potions, and several other tools this isn’t as big of an issue as people think.

Paladins do no threat!

Well, here’s where this is just where people who do not understand WoW at a fundamental level are just wrong. We do incredible, if not the most threat in the game. Especially in a raid environment!

Paladins don’t have the gear!

We do indeed lack the necessary tier gear. Again, there is more to it than this.

I’m A Little Paladin; Short And Stout: The Early Years

Typically while leveling up, you should focus on the following stats:
Stamina, Defensive stats (dodge/block/parry/defense), Agility, Armor, Strength, and Intellect.
1 Stamina is 10 Health.
Defense is .04% dodge/block/parry
Agility (at 60) is 20 = 1% dodge/critical strike and 1 Agility is 2 Armor
Armor reduces Physical Damage received. You’ll never hit cap, but more is never really a bad thing.
Strength (at 60) is 20 = 1 Block. Your Block Value is how much damage each Block will reduce the incoming attack by. 1 Block is 1 less damage taken.
1 Intellect is 15 Mana and some Spell Crit

Stamina is going to be your most reliable stat as the more health you have, the more room the healer has to keep you alive. Don’t neglect other stats though. Taking less damage (Effective Health or EH) is also an important way to survive incoming damage. Our toolkit is built around big pulls, so make sure you have an adequate amount of EH to survive it too. Raw Defensive Stats are also a big plus. Fully avoiding damage (dodge/parry/miss) or reducing damage further (blocking) makes your healer happy. If you Parry an attack, you’ll swing 50% faster too.

For Professions, I recommend you have at least one be Engineering. Having Dynamite/Bombs for pulling is great. You can also get a little goofy with the candles that drop off low level Kobolds, but they aren’t exactly falling from the sky. EZ-Throw Dynamite is an option, but expensive and bag space is a commodity (especially as a Prot Paladin). Plus, having good Googles early is just good planning.

Alchemy is also a good profession as you’ll be using plenty of Elixirs, Flasks, and Potions. Otherwise, a money making profession is always solid.

Keep your Cooking, First Aid, and if you’re not lazy, Fishing maxed. Also, leveling up your Unarmed can be clutch. It’ll allow you to generate some threat still with Seal of the Righteous (SoR) even without a weapon.

Let’s talk about the first dungeon you’ll typically tank: Dead Mines. We’ll start with how to effectively tank that dungeon and what you need to keep in mind. The nice thing about this dungeon is a lot of mobs aren’t that dangerous, especially to start. The Miners have low health and aren’t elite. The elite melee mobs aren’t much of an issue either. It’s the casters who do big AOE Flamestrikes and Fireballs that can catch an inexperienced healer off guard. If you can ever toss a Dynamite and go behind a wall to pull a group back or Line of Sight (LOS) a caster mob, that is ideal. You can also use walls/pillars that LOS to interrupt a cast if you’re savvy, just don’t LOS your healer.

Never let mobs hit you from behind. You cannot parry or block from behind which will greatly increase the damage you take. Since you also have no additional Defense at this level (unless you grabbed an “Of Defense” item) you’ll risk being Dazed too. Never let melee attack a mob or boss from the front. Every time you or the melee swing at a mob, there is a chance they will Parry. If they Parry, their next swing takes half the time. This can be very dangerous. If you’re a caster reading this, keep in mind you gain threat reduction when you’re furthest from your target.

Bosses in Dead Mines typically have no abilities, but there are few things to note. Sneed is annoying because his robot dies and he’ll spawn a bit after so hitting him with a snap Judgement of the Righteous (JoR) is important. His Terrify ability is also really bad if someone gets feared and you didn’t clear the room properly. Gilnid is a caster, so clearing his room to make it so you don’t have things spiral out of control with the mini-harvesters (they do a lot of damage!) is ideal. Smite and Van Cleef can be deadly as they gain stacks of Thrash. Thrash is a mechanic that plenty of enemies (typically have the name “Thrash” in it) will gain. The longer they go without hitting something, the more stacks they gain. If they expend the stacks, you can go from 100% to really low or even dead in an instant. Greenskin has a poison you can dispel off yourself.

Some of the early game stuff will be the hardest part about being a Prot Paladin. We get access to Righteous Fury at level 16 and can talent Consecration at level 20. Due to the nature of Hardcore, this actually lines up with doing Dead Mines almost perfectly. This is also the first really good opportunity to try out tanking as a Prot Paladin as a lot of the mob archetypes in this dungeon will give you a good idea on what to do in later dungeons. Knowing the fights, spawns, what is linked, and the dungeon layout give you an advantage and increase other’s confidence in you as well.

The Light And How To Swing It: The Early Game Spells

Early on, our biggest threat generation will come from having Righteous Fury (RF) active. Untalented, you’ll be doing 60% or 1.6 more threat. Typically, every point of damage translates to 1 threat. There are some modified spells that will state, “this spell does increased additional threat” that will increase the amount of damage to threat conversion. Some spells reduce, temporarily reduce, or remove threat too. Since we’re in the business of doing threat, we’ll stick to that. Fully talented, your RF will increase all threat caused by 90% or 1.9. 100 Holy Damage will cause 190 threat. Things like Seal of the Righteous (SoR) will also cause some added threat due to the melee swing that triggers it.

Seal of the Righteous is your best threat generating Seal. SoR and JoR together will keep single target threat typically on anything you are swinging away at. JoR hits fairly hard early on so it’ll provide a good threat lead if you start with it. Keep in mind that Rank 3 will do as much damage as Rank 8 when you are at higher amounts of spell power and will save you mana!

Devotion Aura or Retribution Aura can be seen as your best two options generally. Devo Aura will increase your Party’s Armor reducing melee damage. While Ret Aura will deal fixed damage to anything physically attacking your Party members. Ret Aura has the additional bonus of causing threat that is modified by RF. You can use resistance auras later to help with certain bosses who deal high elemental damage.

Blessing of Wisdom is probably your best bet for a long time. Kings is better overall, but you won’t be getting that talent until at least 34. Might isn’t a bad option either, but Wisdom keeps us going a little bit longer. Sanctuary isn’t a bad option either. Damage reduction and some additional threat against melee mobs when you block.

Consecration will be your big passive threat dealer (well paladin is mostly passive threat until 60) but is also your most expensive spell. You’ll probably have to drink a few times. It’s part of the experience though. Late game you’ll want to use Max Rank to start and downrank to conserve mana!

Your Talented In The Light: Dazzle Them With The Right Talents

As stated, you’ll want to pick up Consecration as your first 11 Points. By the time you reach 33, which is when threat should start to become a lot easier due to 3/3 RF for that 90% or 1.9 threat modifier, you’ll start to really feel the difference in your threat generation. This should be your talent tree by 33:

After that, you can start to pick up the essential stuff. Early on Reckoning can be really good for threat, but like Redoubt, it’ll lose some of it’s splendor as you get more Avoidance.

My choice for final talents would be:

You can choose to take Improved Devotion Aura, Reckoning, or even Spiritual Focus for soloing. KEEP IN MIND THAT CASTING REDUCES YOUR AVOIDANCE TO 0%. The final talent choice I make is the more optimal balance between doing as much threat and defense without sacrificing one for the other.

This is my Hammer, This Is My Mount: The Late Game

Hopefully, you’re well on your way to 60 and you’ve managed to really impress the people along the way. The more minds that change, the better!

In the late game dungeon scene, you’ll really want to shift your focus to getting a decent amount of Spell Power while maintaining your Stamina and Defense. The example of armor here is going to be an ideal threat set (with a healthy amount of defense too):

I kept it to fairly balance between stamina and defense with a little bit of spell power. You can forsake spell power for more Stamina or Defense, but you’ll be less effective as an AOE tank until you move into raid gear, which if you want to move into raid tanking, you’ll want to do this anyways. Ideally, you’ll enter into Molten Core at around 4,500 HP and the closer to 440 defense you can get without giving up important stats elsewhere. Mark of the Chosen is one of the best trinkets in the game. Especially early on. It will be up nearly 100% of the time (it says 2%, but it feels like 98%) and will provide you with 25 of every stat. That’s 250 more health, 1% dodge, etc. Which is then further increased by things like King’s or the ZG World Buff!

8 Likes

Put Your Faith In The Light, And All Is Possible: Raid Tanking

The biggest difference between how dungeon tanking and being a raid tank is in the fact that we no longer have to or really want to gear for a lot of spell power. Stamina, raw avoidance, and Defense really start to become the focus. Spell power gear does not have a lot of stamina on it typically.

While Consecration, Holy Shield, Ret Aura, and SoR/JoR are your threat generators in dungeons, you’re going to be spamming mostly 1 spell: Greater Blessing Of Kings (GBoK).

You might be thinking: why would this be an effective way to generate threat? It’s a buff, not a threat spell.
Well, as it turns out, it generates 144 threat per person it is cast on when you are 3/3 Improved RF. This means that when you have a 40man raid with various classes stacked like Warriors/Mages/Warlocks you’ll be doing incredible amounts of threat per cast. Since Warriors are usually the abundance, and almost always in range of you, they are the ideal targets for this. If your raid has more of another class or an equal amount, or the second or third highest class that is in range, you can buff them as well just to keep up threat during big movement. For example: if you had 10 Warriors in your raid and cast GBoK, you’ll generate 1440 threat on a single cast. This adds up very quickly. Note that this threat is divided evenly among all targets that you are in combat with. This can result in fights you pulling threat off other tanks fairly early to generating diminished threat when adds come in. Not to mention if you are not trying to tank them, you will probably have them gunning for you.

Now again, you might be saying spamming that is going to make you Out Of Mana (OOM) very quickly won’t it? Considering it only costs 150 mana per cast, it’s mitigated by good Potion use, Dark/Demonic Rune use, Elixir, and potentially some raid buffs.

  • Major Mana Potions can restore up 2250 mana and double if it “crits”
  • Dreamless Sleep Potions can be used on Intermissions or when your target dies (Make sure you tell the healers not to dispel it!)
  • Mageblood Potion (is an elixir) restores 12mp/5
  • Demonic/Dark Runes restore up to 1500 mana and double if it “crits.” The damage is not really that scary on it, but it can also “crit” you.
  • If you have an available Innervate that a healer doesn’t need, this is by far the easiest way to retain mana. You’ll essentially have unlimited mana the entire time: SPAM, SPAM, SPAM!

The other big thing that is different from dungeon tanking is your Seal and Judgment choice. While you may opt to start with a big Rank 8 JoR for early threat, getting Judgment of Wisdom (JoW) up and using Seal of Wisdom (SoW) will give you a bunch of mana back throughout the fight. Ideally, you’ll want a 1.50 attack speed weapon which will equate to about 211mp/5 based on the Procs Per Minute (PPM). Note that the mana restored will generate a tiny bit of threat as well, about 95% of the mana restored as threat (JoW and SoW can both proc off a swing).

Regardless of Raid or Dungeon tanking, the Flurry Axe will be one of your best weapons the entire game. It’s a 1.5 attack speed weapon and has a chance to generate another swing dealing extra threat (SoR increases it’s proc rate by almost 5%) or extra mana on JoW/SoW.

Assuming you’ve tanked a few MCs, ZGs, and Onyxia by now. Here is an potential set of gear to think about while heading into BWL:

None of this is a hard “BIS” list as your needs/wants may vary. Mark of the Chosen is still a very powerful trinket for example. You could take the healing charm instead of the tanking one if you needed to back-up heal. The hero charm is basically a Greater Stoneshield Potion with an added 30 defense on top of it. It’s a big CD that gets slightly worse as you get hit, but can give you a big boost. You could also go with more threat oriented spell power trinkets like Talisman of Ephemeral Power. A lot of Classic WoW is getting a feeling for it.

Ideally, you would be entering Molten Core at around 4500 Health with about 380-415 defense. BWL at around 5k Health, AQ40 and Naxx around 5500-6000 health and close to the defense cap of 440 as you can get.

Leaving BWL and stepping into AQ40 with some ZG/AQ20 also under your belt, a decent example of gear would be:

If you can manage to get the boots or belt off the World Bosses, they are really good as well. Tier 2 has a lot of decent stats, but you’d be giving up defense for more intellect basically. The 8/8 Judgment set has a nice bonus, but I would only wear this if your healers are prepared for you to spike in damage.

AQ40 has the first real set that has some decent avoidance in the form of a bit of Agility. You’ll lose a bit of defense if you wear the full set, but it also has a lot of stamina and spell power. You can forgo the full tier for more defense and go back to some offset items. Judgment bracers have some of the highest stamina of all the bracers available to us. This would be a threat oriented set:

At 440 Defense you will no longer receive a critical strike from a boss. However, this also removes our ability to benefit from Redoubt. Critical Strikes will deal 200% extra damage, so they can be scary, but it’s only truly deadly if you get critical strikes back to back (unlikely) or the boss has Thrash. I’ve detailed Thrash in the dungeon section so see there about Dead Mines. Critical Strikes happen 6% of the time base against a mob 3 levels higher than you. Bosses are always calculated at 3 levels higher.

The other mechanic that any mob over your current level has is Crushing Blows. These will deal 150% damage to you and is at a 15% rate. Once you reach over 87.4% avoidance, the chance of this to happen will go down until you reach 102.4% where it’ll effectively be pushed off the table. It is important to keep at least Rank 1 Holy Shield up at all times for the 30% block. Higher ranks can be used if you’re comfortable with mana and want some extra threat. Blocked attacks cannot be crits or crushing blows. Blocks are unlikely to fully avoid damage, but even reducing it by 1 means you will not be crushed or critical struck.

2 Likes

Ahh, I loved Twinkin’ Proc Pallies back in… Wow that sounds bizarre XD!

1 Like

TMI.

Keep it clean, mister.

2 Likes

RESERVED FOR GENERAL TIPS, Q&A ANSWERS, OR MISC INFO

I will need to go through and clean up the guides a little, but wanted to provide some quick raid information. There’s still a lot to cover.

1 Like

My buddies and I played years of Horde before Hardcore (Some Bloodsail and some SoM alliance, but doesn’t compared to Horde knowledge/experience)

So one of my buddies decided to try Prot Pally. Actually been great so far. Confused why people trash it so much for dungeons. The AoE threat is pretty crazy. Yeah my Warrior is likely the better option now that I’m 36+ but screw it, it’s fun having a Prot Pally. Cool change

2 Likes

I opened the gear set and laughed tbh.

Several things, most notably being you have enchants from ZG then state for going in BWL you should have those things. ZG comes out a phase after BWL. So that’s not a reasonable ask. Unless you want to admit you need gear from later tiers to do older content.

Other problems:

  1. Flurry axe is a piss poor weapon unless you’re farming gold. You even say you should have Flurry axe after doing Onyxia in which QS is a vastly superior weapon. This is easily validated with logs from classic when it was fresh and era.
  2. Your mana pool is 1k lower than it should be with actual preraid bis
  3. You’re not hit capped.
  4. You have a wrong talent selection of 5 points.
  5. You overly make a case for consumables in which you essentially admit you have to roll high or crit to see any real substainablility.
  6. There is literally no way a sane guild would give you innervate.
  7. Dreamless Sleep is useless in comparision to other consumes and relies on everyone paying attention.
  8. Blessing of Kings threat spam only works on ST encounters, this is validated and displayed in dozens of posts and videos showcasing it. In which due to threat mechanisms you only roughly gain 340 TPS with a 5 person rebuff and drops significantly past 1 target.
  9. Keep in mind that Rank 3 will do as much damage as Rank 8 when you are at higher amounts of spell power and will save you mana!
    This is blanantly untrue, as SoR with a 1h weapon has coefficient of 10%, even with 500 SP you would not make a R3 do as much damage as R8, in fact with 500 SP youll do almost a R8 cast of SoR. It however more mana efficient than using R8. You will not reach 500 SP.
  10. You will never reach avoidance cap because if you do you’ll have worse stats than you should be a large margin, and then fall to your short comings. This is easily validated with logs.
  11. Your understanding of JoW is also wrong, this is also easily validated with logs, especially yours.

Like honestly, I can keep going but I mean you’re defeating yourself at this point tbh. The majority of your argument is either subpar to what is actually good and having a guild hold your hand to perform at the extremely low level you already are.

Paladins are dungeon tanks at best, and a burden otherwise. If you want to play with friends and they let you do it than whatever.

2 Likes

I’m going to preface this with a statement…

I :heart: meme classes with the best of them. You, sir, can tank any group I’m a part of and I will not only happily heal you, but I will also happily work with you to make the best out of our group composition. Keep onwards, Champion of the Light!

Moving on, your post is quite long, I believe I can sum it most of your first post…

I actually quite like the presentation here, but you might consider a more bullet point form approach for the WoW forums. Or at least a summary in each section.

Anyway, go Pally tanks! :smiley:
(plug for taunt for Prot Pally in Classic+ pls)

1 Like

Weird, the class Discord and all guides I see break down extensive math as to why Flurry Axe is OP as hell in both dungeons and raiding.

1 Like

In P1, with no better options then yes. It’s definitely not a bad weapon in the slightlest.

The issue is there are far superior weapons.

  1. Flurry Axe is there for the mana regen. You can swap it in and out during a fight. Use your head.
  2. It’s an example of gear. As stated, you can move gear around. Nailing a BIS list is not what I am attempting here.
  3. You do not need to be hit capped. It’ll affect your mana regen through JoW/SoW yes, but you will get most of your threat through Kings spamming.
  4. I mention that you can move talents in certain spots, if you choose. Through my experience this was the best way.
  5. No, I said consumables are a must. I explained that they can crit giving you double the amount back. Reading comprehension friend.
  6. My guild had a feral druid and mana wasn’t an issue for healers. Again, an OPTION not a requirement. I tanked everything without using an Innervate.
  7. Dreamless Sleep again is an OPTION and I directly state during INTERMISSIONS of fights.
  8. Blessing of Kings works in multi-target as well. Divided among the amount of mobs you are in combat with. I need to clarify that, but as I stated, there’s some things I need to clear up.
  9. SoR Rank 3 has a coefficient of .10 while all other ranks have .08. From my testing with a Spell Power weapon (r3) versus a Tanking weapon (r8) it was nearly identical. Weapon speed also affects the damage. Most spell power weapons are slower.
  10. You do not need to be avoidance capped on the majority of fights in raids. The ones that do, you can shift gear.
  11. This is taken from the guide on WoWhead. If you have an issue take it up with them. I am just going to go out on a limb and say they did more research than you did.
    https://www.wowhead.com/classic/guide/lights-bulwark-protection-paladin-tanking
3 Likes

I plan on cleaning it up and adding an area for just quick reference. Sadly, I have to be exhaustive as the trolls will pick apart any missed information. See the example of me forgetting to say how Kings splits threat.

1 Like

Doubtful. Most of the classic era paladins are garbage at the game.

Oh and that guide is from Askalon. He got bullied out of the Paladin discord because he was an idiot. Feel free to check yourself

1 Like

Flurry Axe is there for the mana regen. You can swap it in and out during a fight. Use your head.

Still superior weapons for it.

It’s an example of gear. As stated, you can move gear around. Nailing a BIS list is not what I am attempting here.

Ok but why do you have AQ enchants?

  1. You do not need to be hit capped. It’ll affect your mana regen through JoW/SoW yes, but you will get most of your threat through Kings spamming.

Kings spam except as snap threat is a waste, this is easily seen in logs. Which you know are FREE to use.

I mention that you can move talents in certain spots, if you choose. Through my experience this was the best way.

You’re best parse was 86 on golemagg when being over healed by adds in P3. I literally walk circles around you and still out perform. Your experience means nothing.

No, I said consumables are a must. I explained that they can crit giving you double the amount back. Reading comprehension friend.

Ironic when you mention reading comprehension when my point clearly went over your head.

My guild had a feral druid and mana wasn’t an issue for healers. Again, an OPTION not a requirement. I tanked everything without using an Innervate.

It’s actually kinda amusing you don’t understand that innverate is a DPS cooldown.

Dreamless Sleep again is an OPTION and I directly state during INTERMISSIONS of fights.

Clearly you again did not read what I said.

Blessing of Kings works in multi-target as well. Divided among the amount of mobs you are in combat with. I need to clarify that, but as I stated, there’s some things I need to clear up.

You are so off base, it kinda hurts. Even your own logs show this.

SoR Rank 3 has a coefficient of .10 while all other ranks have .08. From my testing with a Spell Power weapon (r3) versus a Tanking weapon (r8) it was nearly identical. Weapon speed also affects the damage. Most spell power weapons are slower.

You completely ignored my point while attempting to state what you meant. You’re still unreasonably incorrect.

You do not need to be avoidance capped on the majority of fights in raids. The ones that do, you can shift gear.

No duh, you just counter argued a point you made in your own post. Which is again amusing.

This is taken from the guide on WoWhead. If you have an issue take it up with them. I am just going to go out on a limb and say they did more research than you did.

Writes a guide but doesn’t make their own gear set? It’s obvious why, because you clearly don’t understand anything outside of some videos you watched a few times.

You’re apart of the reason literally everyone mocks our class.

I’m glad you made this effort post :expressionless: I appreciated your arguments made in that other thread where everyone wanted to jump down your throat for even suggesting a paladin is a viable tank. Yeah warriors are better, but a paladin can do the job too.

2 Likes

Superior weapons that have the speed and extra attack? No.

AQ enchants are in the game right now. There are guilds that are ahead as even I am just about level 25 (I’ve been moving into my gf’s house and combining 2 houses is a lot of work).

I don’t pay for logs. I said you could use JoR, but King’s is typically enough, especially when the first spell you cast generates over 1k threat.

Please go tank and show us the way then.

No, you’re trying to say that if it doesn’t crit you’re screwed. Not true.

Innervate can be used for healers or DPS. Nobody has to have dibs on it.

Off base…sure bud.

How did I counter argue a point I made? If you see a discrepancy, feel free to point it out and how.

I wrote this whole guide from memory and my experiences. The guide is used in REFERENCE. You know how references work right?

Also, as I stated, it is far from done. I need to clean up some sections and cover a lot more.

2 Likes

Here’s a direct quote from this guide you linked.

  1. Vanilla Prot paladins will generally never be able to fully replace warrior tanks as raid tanks. The paladin tanking toolkit is very limited in scope, particularly for damage mitigation as they lack abilities similar to Shield Wall, Defensive Stance, and other powerful tanking abilities. There are also a few encounters in which taunt rotations are all but necessary.

Meme spec

1 Like

When have I ever said paladins will “fully replace” and that there aren’t some drawbacks? You can play around taunt, but it isn’t easy. In the hands of a newer player, I would highly recommend healing on those fights until you can focus on your threat meter and not overtake the other tank when it’s not time.

You would have much better luck posting this garbage in the regular classic section instead of the one where people die and lose all their stuff.

You are attempting to trick people into thinking Paladin tank is viable and either intentionally griefing or purposefully griefing groups.

Is this not a direct quote from you?