Protection Paladin Artifact Traits and Relics
This section of the Protection Paladin guide covers everything about Truthguard: Artifact Traits and which order to select them and relic recommendations. This guide is written by
, creator of
, moderator of
. Updated for the latest patch.
Rotation & Abilities
Macros & Addons
Equipping Truthguard grants you the ability
, which damages all nearby enemies, dealing moderate amounts of damage and reducing all damage they deal to you for a small period of time.
also shields you for 8 sec, absorbing 20% as much damage as it dealt.
will also heal for (500% of Attack power) over 15 sec.
The knowledge of the
s causes Truthguard to deal (37.5% of Attack power) damage to all enemies within 5 yards of each target hit by
you have caused increases the cooldown recovery rate of all your
causing abilities by 50%.
is active, all melee attacks that strike you deal (80% of Spell power)
damage back to the attacker.
Reduces the cooldown of
by 60 sec.
Increases Holy damage dealt by 5%.
Increases Block chance by 2%.
Increases the duration of
by 1 sec.
Increases your armor by 10% when under 40% health.
Increases damage done by
Increases maximum health by 1%.
Increases damage dealt by
by 3%, and
reduces damage you take by an additional 1%.
Increases healing done by
Increases the critical strike chance of
Reduces the cooldown of
by 10 sec.
All of the 3 point descriptions is how much you get per point.
New traits explanation
decent defensive trait, doesn't work on magic damage, and doesn't have synergy with holy shield, but can help with extra Grand Crusader procs.
increases the value of using Ardent Defender as a defensive cooldown to mitigate damage, as opposed to holding on to it, to prevent a death.
very useful for surviving nuke attacks, especially if they are magical. Furthermore helps us with a minor dps buff.
Recommended Artifact trait path
Recommended 7.1 Build Paths
Currently we want to go for the most important Golden traits, while picking up as many helpful smaller traits on our way there.
As it stands right now, all of our golden traits are somewhat weak compared to their earlier versions.
is weak due to its low damage conversion, however it does get some value on AoE fights, where it gains absorbs from each target it hits, this also increases it's potency when combined with the extra AS jumps legendary armor.
is a decent hot, around twice as strong as our
has lost a significant portion of it's damage, however it is still useful for picking up adds from the range due to the small pulse effect.
In order to get to
we can go through the left or right side at the bottom, and then left or right on top (picking up
every single time). I believe that for our general survival the bottom left is stronger, and it's a bigger dps gain at the same time. In a similar sense i prefer increase on
duration over judgment critical chance, as it is much bigger dps increase, while judgment offers incredibly miniscule survivability one.
After that we will go with the following path, which quickly gets us to
trait, and will help us with our survival as we grind out 5 mans prior to raid opening.
Once we get that, we can quickly pick up
for AoE trash dps gain, or go with survivability gain from lotp increased healing and AD's reduced cooldown. After we unlock all of those traits we should be at 21 points, which is probably the amount that we're going to get before raids open up.
Following the raid opening we will most likely go for block chance (
After we have all the large goldens we can go for any of our leftover minor traits. Conveniently enough we have all of them available instantly. One that is often overlooked, but still useful, is the bottom one that reduces
CD by 1 minute.
If you want to go your own route, here is the basic summary of our minor traits.
Damage Rankings for Minor (3/3) Traits :
TMI Rankings for Minor (3/3) Traits :
DTPS Rankings for Minor (3/3) Traits :
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