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PTR
10.2.7
PTR
10.2.6
Beta
Taking on the Legion as a Protection Paladin
来自 IntendantS
[Last Updated]:
2018/01/29
补丁:7.1.5
目录
评分:
With the launch of Legion, tanking as a protection
Paladin
has changed somewhat. In some ways it is easier than in previous expansions, but knowing your class is important when you go out looking to be taking the beatings for your team. In this guide, I will cover some basics and other tips as of the latest patch.
Basic Tanking Tips
I have covered some basic tanking tips in my
Warlords of Draenor guide to tanking
, but for completeness sake I'll cover them here too. There are two things you should always be aware of when tanking any group content in World of Warcraft. You need to be able to grab and maintain threat, and you need to be able to stay alive long enough to down the mob you're on. For a much more in-depth look at tanking basics, you can watch my
series of classes
I've been running with my Alliance guild.
Grabbing and Holding Threat
As a tank, no matter which class you pick the most important thing you need to worry about is maintaining aggro, or threat, on every mob you're fighting. Each class should have its own passive threat generator. Make sure it is on at all times when tanking. For
Paladin
s, this would be
Righteous Fury
. It's very important to have not just the top threat in a fight but also have a huge lead from the DPS and healers.
What this means is you should always be hitting the mob with damaging abilities. You should always pull with a major threat generator, such as
Avenger's Shield
. Then start your rotation as the mob comes to you. Always try to pull from range if you can to avoid grabbing more groups than you or your group can handle. You should also always have
Consecration
up at all times and be standing in it for abilities to proc. Your rotation depends mostly on what's off of cooldown, but that will be discussed in more detail below.
Taunting
Sometimes it is required to drop threat. Sometimes you might also end up having a DPS outpace you in threat generation. This is fine, especially if you're just starting out as a tank and are undergeared compared to the rest of the group. This is where your dedicated taunt comes in. For us, it's going to be
Hand of Reckoning
. If you see a mob go after someone else, make sure you select it and taunt off of them. If a boss fight in a raid calls for tank switching, be sure to use it when you need to. For the most part, you won't need to taunt otherwise.
Positioning
As a tank, you'll want to make sure you're the only one being pounded on. Unless a mechanic states otherwise, always try to have the mob/boss facing away from the rest of the group or raid. This way, any frontal attacks will be directed solely at you. Unlike other roles, tanks are designed to take the punishment. Also, you should be aware of needing to kite mobs around the room. This is important when abilities force you to move. You'll want to dance out of the fire, to use an example.
Class Abilities and Priorities
In this section I'll be covering all of the important active abilities and rotation to maximize your potential as a Protection
Paladin
.
Rotation
There is no set rotation for tanking, but it's important to know which abilities take priority.
Avenger's Shield
- Use this ability to pull, starting off your main rotation. Also, be sure to use it when it is off cooldown as it generates massive threat.
Consecration
- Have this down at all times as it has multiple uses. In addition to the DoT it does to all mobs standing in it, it also empowers certain abilities. Unless you talent in
Consecrated Hammer
, you'll want to be standing in this at all times for
Hammer of the Righteous
(or
Blessed Hammer
if it is talented in),
Shield of the Righteous
, and
Light of the Protector
(or
Hand of the Protector
if talented in).
Judgment
- This ability should always be used when possible. It reduces the cooldown of
Shield of the Righteous
, which is an important offensive and defensive ability.
Shield of the Righteous
- With Holy Power removed from the Protection spec, this ability now has charges. In addition to doing damage, it is also your main active mitigation spell. Always use it when the buff is about to wear off.
Hammer of the Righteous
(Can be talented into
Blessed Hammer
) - When any of the above abilities are on their cooldown, use this ability. Of your rotation, this one takes lowest priority.
Active Mitigation
When the crap starts hitting the fan, you'll need to know what abilities you've got in order to survive. Some abilities, like
Shield of the Righteous
, are already part of your main rotation, though.
Shield of the Righteous
- Has 3 charges and is on a 16 second recharge timer. Both Haste and
Judgment
reduce this cooldown. Always use this when the defense buff is about to expire. This is your bread and butter active mitigation ability and should be used at all times. If you talent in
Bastion of Light
, you can instantly gain up to 3 charges when used.
Light of the Protector
- On a 15 second cooldown, this self heal can be used at pretty much any time. It instantly heals you for 30% of your missing health, with an additional 20% heal if you're standing in your
Consecration
. Can be talented into
Hand of the Protector
to heal others in your group. It is highly recommended only to use this when low on health and to help the healer conserve valuable resources.
Eye of Tyr
- This is the base ability of your artifact weapon. When used, it makes all mobs it hits deal less damage to you. On a one minute timer, it can be used often.
Ardent Defender
- With a 2 minute cooldown, and several Artifact Traits to boost it, you'll probably be finding yourself using this ability quite often. Don't rely on it all times like the above spells, though.
Guardian of Ancient Kings
- On a whopping 5 minute cooldown, you won't be using this ability very often. Save it for when you're in danger of going down or the healer is having problems keeping you up.
Lay on Hands
- This is your ultimate "Oh, crap!" button. At a 10 minute cooldown period, you will only use this in the most dire of situations. It'll completely heal you (or someone else) up to full health, so use it sparingly.
Flash of Light
- Despite not having a cooldown and using mana instead of other resources, you shouldn't be using this ability at all during battle. The healer should always be topping you off, and your other defensive abilities should take much higher priority. Still, if you need to top off and think you can manage taking the threat hit at 1.5 seconds then go for it.
Divine Shield
- While tanking, under no circumstances beyond facing a wipe should you use this ability. It'll drop your threat completely, which is something you never want to happen. You can talent it into
Final Stand
, which replaces the physical damage reduction with magical and will instantly taunt all everything within 15 yards.
Other Important Non-Talent Abilities
Righteous Fury
- This is your main threat generating ability. It should be on at all times as it makes your other spells more effective at pulling and maintaining aggro.
Hand of Reckoning
- This is your taunt. In 5-man dungeons, you shouldn't need to use this unless DPS or heals are catching up to you on the table. In raids, though, you'll probably end up using this a lot in tank swaps for fights that require it. Make sure it's readily available if it's needed.
Avenging Wrath
- For 20 seconds, you'll be pumping out more damage (and hence threat) when activated. It is on a 2 minute cooldown, though, so use it wisely.
Hammer of Justice
- Stuns the target for 6 seconds. Note that not all mobs can be stunned, especially bosses. Can be useful on trash healers.
Rebuke
- This is your interrupt. Pretty self explanatory here.
Redemption
- As a hybrid class, you get access to a resurrection spell. This is it.
Cleanse Toxins
- Removes poisons and diseases.
Blessing of Protection
- Target takes no physical damage. Can be talented into
Blessing of Spellwarding
, which removes the physical damage reduction and replaces it with magical damage reduction.
Blessing of Sacrifice
- Places the blessing on a target, causing 30% of any damage done to them to be transferred directly to you. Can be useful if a DPS or healer is taking too much damage and you think you can handle it.
Suggested Add-Ons
Deadly Boss Mods
- This one is pretty much required by all groups running raids. It'll tell you when to taunt, use a defensive, or just get out of the way. There are extensions for all expansions, PvP, and other content as well.
GTFO
- Generates an audible (and annoying) beep whenever you're standing in the fire.
Omen Threat Meter
- A visual representation of your threat levels compared to the rest of the group. Not required, but nice to have.
Recount
- Essentially a damage meter. Not required, but useful to see how you stack as a tank compared to DPS.
Tidy Plates: Threat Plates
- A very handy visual representation of your current threat on a mob by replacing the base name plate. This requires the base
Tidy Plates
add-on to work.
Weak Auras 2
- Very useful for displaying graphical representation of buffs, debuffs, and the like in the middle of your screen. Does require some setup, though.
HUD/User Interface Replacement
- It is highly recommended (and covered thoroughly in one of my videos) to have a user interface add-on to completely replace the default Warcraft HUD. Pick one that works for you, but I prefer
ElvUI
myself.
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