Protection Paladin Rotation and Priorities
This section of the Protection Paladin guide provides an overview of all spec abilities, when and how to use them. This guide is written by
, creator of
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Rotation & Abilities
Macros & Addons
Paladin Basic Abilities
- Releases a blinding light from your Truthguard, dealing moderate Holy damage to all nearby enemies and reducing the damage they deal to the Paladin for a few seconds.
- Hurls your shield at an enemy target, dealing moderate Holy damage, interrupting and silencing the target. After this,
bounces to the nearby targets.
- Blesses the land beneath you, causing enemies in the area to take light Holy damage. Standing in
also empowers some of your abilities.
- Strikes a enemy target for light Holy damage. If you're standing in your
, it also causes a wave of light that hits all nearby enemies for light Holy damage.
- Deals moderate Holy damage and reduces the cooldown of
- Quick-casting healing spell.
- Slams the target with your shield, causing moderate Holy damage and reducing damage you take. If you're standing in your
, the effects of
- Reduces all damage you take for a few seconds. If you're killed while
is active, you will instead be healed back up to a sliver of your maximum life.
- Increases your damage and healing for a few seconds.
- Renders you immune to all damage and spells for a few seconds. Causes
and can't be used if you already have
- Summons a Holy mount for you to ride for a few seconds.
- Reduces all damage you take by a moderate amount for a few seconds.
- Heals a friendly target for an amount equal to your maximum Health. Causes
and can't be used if the target already has
- Calls down the light to heal you for a percentage of your missing health. If you're standing in your
, the healing is increased by a fair amount.
- Removes and grants immunity to all movement impairing effects for a few seconds.
- Grants immunity to all physical attacks for a few seconds. Causes
and can't be used on targets that already have
- Transfers some of the damage an ally takes back to you for a few seconds. The effect stops if the transferred damage brings you to low enough health.
- Removes all Poison and Disease effects from an ally.
- Stuns an enemy for a few seconds.
- Taunts the target.
- Interrupts the target's casting.
- Out-of-combat resurrection spell.
- Grants you a chance of resetting the cooldown of
every time you avoid a melee attack or use
- Gives you increased mount speed. This effect doesn't stack with other similar effects.
Protection doesn't have a set rotation really. However we do have a priority system for maximum survival :
(If you have GC proc with CJ talented and J under 1 charge)
In terms of defensive abilities both
are off the gcd so you can use them while using other abilities.
One of the important things to remember that both
heal a percentage of missing health, so you don't want to use them as soon as you're taking damage. At the same time you don't want to try to game it too much for maximum hps, so I would suggest not using it until ~40% unless you know that you are about to take a big hit, and already on low health. At the same time if you know that you will survive the large hit, and won't be instantly in danger of dying from AA, you might choose to wait until right after to heal up.
Some of the things to keep track of in the rotation is the usage of
. You ideally don't want to just spam
, as you can re-apply the
debuff before it fades, yet if you space them properly, you can maintain a lot higher uptime on the physical damage reduction debuff. At the same time, consecration usage is important on any fights with periodic add spawns, as you want to delay
, so that you can pick up those adds.
One of the more complex decisions is now the usage of
and usage of
in connection to it. In current version
is a survivability loss, as you're trading 9 seconds of high damage mitigation for 16 seconds of fairly low mitigation. As such you can't use
while actively tanking as it will drastically increase your damage intake. However if you are currently resetting your stacks, you can still use it when not actively tanking. Another thing to remember is that in WoD you got 15 seconds of
for 5 seconds of
, while for Legion that cost is effectively doubled. Furthermore average uptime is decreased so those charges take a longer time to generate.
Due to this you should plan
usage further ahead than in WoD.
Charges: Somewhat reskinned Holy Power since we can still consume it with seraphim (if talented) and it's still the only ~resource~ we actively generate.
: 16 sec CD, reduced by haste and
. Active Mitigation (AM) of protection paladins. Starting with legion it also works in reducing magical damage so it somewhat makes up for loss of of divine protection.
also interacts with level 100
talent, which consumes charges (including partial) for short term buff.
: 15 sec CD, reduced by haste and reset by
procs. One of the key dps abilities we have, going to Legion from WoD we lose the 2 extra bounces (until we obtain legendary for it), but with an artifact trait, it can also do a small aoe pulse around each target hit; therefore we can safely pick up adds from range. Furthermore it interrupts initial target, making caster npcs come to us.
: 4.5 sec CD, reduced by haste. Our filler ability; does extra aoe when we're standing in
and has a chance to trigger
cooldown. When talented into
it always AoEs and when talented into
, it always summons a hammer which does two full spins around us, being able to hit targets multiple times.
: 6 sec CD, reduced by haste. Each cast reduces cooldown on
, thus making
our “resource generator”. Critical hits reduce the CD by twice as much.
: 9 sec CD, reduced by haste. AoE pulse ability which does not follow us, furthermore increases our
by 20% when we are standing in it. It's important to note that this is multiplicative x1.2 not flat 20% increase, so 35% healing will go to 42% instead of 55%.
: 2 min CD - 20 sec duration, increases damage and healing by 35%.
: 5 min CD. Prevents all physical damage for 10 seconds, while also dropping threat from the target. Does not prevent target from attacking.
: 2.5 min CD. Redirects 30% of the damage taken by target to you for 12 seconds.
: (Talent) 3 min CD. Replaces Blessing of Protection, prevents all magical dmg to the target for 10 seconds, does not drop threat from target.
: 15 sec cd, reduced by haste. Key defensive ability along with
. Heals us for 25% of Missing health. Further buffed by standing in consecration and artifact abilities.
: 2 min CD. Reduces all damage by 20% for 8 sec. If you are to die during it's duration it prevents the killing blow and brings you up to 12% health. Cooldown further reduced by artifact traits, making it one of more frequently used defensives.
: 5 min CD. Reduces all damage by 50% for 8 sec. Due to increased CD one of the more tactical cooldowns, yet still one of the strongest.
: 10 min CD. Heals for your maximum health. Longest cooldown of all defensive abilities, making it generally a last resort spell. Can also be cast on allies to prevent death.
: 1 min CD. Artifact ability, causes damage around you, and reduces damage taken from those enemies by 25% for 9 seconds. Important to make sure that the dmg you want to reduce is cast by the target being affected and it's not too far away.
: 5 min CD. Prevents all damage for 8 seconds, but removes all threat for the duration. Important to taunt the target right before casting in order to get 3 sec of aggro on the boss in single target situations, dangerous to use in AoE without final stand.
: 16% max mana, 1.5 sec cast time no cd. Heal to top yourself off while questing, has little use while in combat outside of possibly healing yourself when out of range of healers or sitting in
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