INTRODUCTION
Welcome to the biggest TL;DR on the entire RK forums.
It should stop coming to me as such a surprise that people ask me how to tank. I’ve been doing it since Jeroen was in the mid-50s and I realised that the small group that I played with most needed a tank, and I was probably it. And then it turned out to be really fun, so I kept doing it I’ve done it in raids, and I’m doing it now in the 25-man raids, so based on that, people seem to assume that I know what I’m talking about
It took me a long time to learn how to tank. There’s a ridiculous amount of both theorycraft and practice involved. Now, I’m a firm believer in using enough theorycraft; too much of it runs into a wall of diminishing returns pretty quick, but to manage to scrape efficiency out of a hybrid in a specialised role, you need to have a firm, if not necessarily perfect, understanding of how things work and why.
HOME TRUTHS
A couple of necessary truths follow about being a Protection paladin. Read them before you blow the gold on the respec; they are important.
You can tank
Protection paladins can tank. Guilds around the world are using them in particular roles. I've seen videos of them tanking Kael'thas and Vashj, and read reports of them tanking Archimonde and the Big Winged Dude himself. Even if your dreams aren't that grandiose, you can certainly tank in 5-mans, heroics and the Tier 4 and 5 raids. You will still encounter some people who say "LoL tankadin n00b, stfu and heal1". I suggest the best thing to do is to not bother debating with them, just get on with it and out-tank them. Read the rest of this guide to find out how
You cannot tank as well as a warrior "out of the box"
The flipside of the above is this. Frankly, this is working as intended; warriors are pretty much the primary tank class. They get an excellent suite of tanking tools useable regardless of what spec they are. Protection paladins pay for their hybridisation; you need to spec deep into Protection to be a viable tank, and you need to work twice as hard as a given warrior to get up to the same tanking standard, both gear-wise and skill-wise.
That effort isn't impossible... it's just necessary. Everyone here has doubtless partied with a warrior tank who didn't really know what they were doing but still just about got away with it. (To see the difference between that and a warrior tank who does really know what they're doing, watch Lacrima and Aneland and learn, learn, learn. Even if their abilities don't work the same way as yours, their tactical skill is unsurpassed here.) Paladins cannot do that. You can't just respec Protection, strap on a couple of pieces of crafted tank plate, walk into a Heroic and start kicking ass. You definitely cannot jump straight into raid tanking with understrength gear, as even the weakest encounters will eat you alive.
Fortunately gearing up to Kara standard is relatively painless if you get the right drops in dungeons, and even more so now there's some ace gear from Badges of Justice. (In fact, a lot of the guild's currently existing tanks have nearly every drop they could ever want from Karazhan, so if you're running it with them as not Protection spec some of the tanking plate will make it down to you regardless.) See the Gear section later on for some advice in that regard.
You will be healing
This is important. If you constrain yourself to doing nothing but Heroics, you'll be tanking all the time, and that's what you may enjoy. However, in a raid environment, even a 10-man, there will be more than one tank, and sometimes the encounters will not require more than one tank. If there is ever a situation where a choice will be made between a deep-spec Protection warrior or a deep-spec Protection paladin performing an off-spec role, then more likely than not - barring a specific factor that makes a paladin tank the optimal choice in that situation - you will be the one temporarily healing. It's nothing personal or a conspiracy against paladins of any sort, it's just that you bring more to the table with off-spec healing than a deep-spec Protection warrior does with off-spec DPS.
This happens moreso in 25-mans, but even in 10-mans you'll have to slip off the tank plate, pick up your Gavel of Pure Light and remember what action bar you put Flash of Light on. Yes, this applies even when you're main-tanking sometimes; good examples are the Maiden of Virtue and the Shade of Aran in Karazhan, encounters where you're far more valuable throwing heals than building threat or attempting DPS.
This is part of the joy of playing a hybrid, and in fact comes with two positives. Firstly, if you gear up decently for healing, you can still throw out respectable healing as Protection. We're not talking about giant heals allowing you to single-handedly MT heal, but you can set it up so you've got enough mp5 and +healing to drop four-digit FoLs on the whole raid all night without slowing down. Secondly, this ability to fill more than one role makes you an excellent off-tank, especially in 10-mans; where every ability you can cram into your limited raid slots counts, taking one Protection warrior and then either a Protection paladin or a Feral druid makes a lot more sense from the raid leader's perspective than taking two Protection warriors, one of whom is left with not much to do on single-tank bosses.
It’s going to be hard
Tanking is more or less the most stressful and most difficult job in the game; immensely fulfilling but still hellishly tough. It’s tough as a warrior, the class that the tanking mechanics have been designed around, so you must understand that if you’re going to be a Protection paladin, a hybrid class trying to live up to those designs, you have a very hard job ahead of you, especially if you’re doing it in raids. You’ll get a lot of support, because a raid can live or die on the skill of its tanks (and the healers and DPS too, but work with me here), but you have to be at the top of your game nearly every single moment, because your mistakes have the biggest knock-on effect to the other players.
It's going to be seriously expensive
I cannot overstress how much being Protection is going to cost you. You're going to have to pay insane repair bills, you're going to have to buy crazy amounts of consumables, and you're going to have to spend inconceivable amounts of cash gemming and enchanting your gear. And to fulfill your hybrid responsibilities, you're going to have to do all that above at least twice - gems, enchants and mountains of consumables for your tank gear, your healing gear (and don’t expect people to be happy if you’re slacking on your healing gear), your resistance gears, non-raid tanking gear with more mana lastability... if you ever reach a point where you don't have to spend any more money, well done. I'll be surprised, because even after your gear is all terrifyingly over-the-top you'll still be chugging down mana potions, elixirs and wizard oil like it's approaching its sell-by date. Get used to cramming in daily quests where you can, because that money is your lifeblood.
Hence this guide. It’s a condensation of more or less everything I’ve learned, hopefully into a format that makes it easy to understand, and I post it here for consumption because I believe that even if they don’t tank, paladins should know how to tank. Paladins are a hybrid class, and ignoring one- or two-thirds of the abilities that you get is a real shame when you’ve got so much flexibility at your fingertips. Plus, I believe that as a Class Rep it’s my responsibility to advise and to teach, and this should be a helpful reference for those occasions.
Because Raven Knights are primarily an end-game guild, this guide is focused on Protection at level 70, for use in dungeons and raids. There isn’t much advice on how to level Protection, although a lot of the information is non-specific and can be a help at any point, and the Gear section contains as much as I could include on gearing up suitably on the way to 70. Also, a fair proportion of things like the Core Advice and similar are aimed at people who literally have no idea what they are doing with regards to tanking, so if you’ve done some tanking and got some gear before, the parts of this guide that are aimed at people levelling up alts and aiming to go Protection in the future may not be applicable to you. Hopefully you can bear with me on these bits, pick some diamonds out of the rough and find something useful to what you are doing.
CONTENTS
* Home Truths
* Strengths & Weaknesses
* Essential Theorycraft
* Abilities
* Talents
* Core Advice
* Advanced Advice
* Gear part 1
* Gear part 2
STRENGTHS & WEAKNESSES
(All of the comparisons here are going to be drawn between paladins and warriors. This is not to denigrate the marvellous job of Feral tanks, but warriors are the core dedicated tanking class, and the baseline to which everything else is compared.)
It used to be that the gap in survivability between warriors and paladins was pretty huge; particularly in terms of Health; not only did paladins get less base health, but they had to split itemisation between caster stats and ludicrously-stacked Stamina. The talent tree retool in 2.3 has fixed that health gap somewhat, allowing warriors and paladins to achieve comparable mitigation and health, and making it easier to see the basic differences between the two.
Once warriors and paladins are geared up equivalently (which takes a lot more for the paladin as stated above), the difference between the Protection paladin and the Protection warrior is one of specialisation, and the fundamental lynchpin of that specialisation is laid out here for you in black and white:
Paladins are better at generating threat, warriors are better at surviving.
This is, of course, a gross oversimplification; Lacrima, for example, can burn out ridiculous threat, but that might just be because she's godlike at tanking, just like a suitably godlike paladin tank can eke out that extra bit of survivability. (If you find one, let me know ) Said gross oversimplification is based solely on the default tools available to the classes, not how they are used.
Let's look at some of those tools...
Threat
A Protection paladin's threat is all spelldamage-based, and it keeps on scaling upwards theoretically infinitely as long as you keep stacking more spell damage on your gear. It's easy to rebalance threat generation vs. damage absorption for a particular encounter by just swapping a few bits of gear around.
You can generate threat fast. You get a ludicrous aggro-spike pull (sometimes too dangerous to use, but otherwise good). You start with a full "Rage bar", so you can unload a massive crapton of threat right at the start of the fight, and if you're willing and able to go all-out balls-to-the-wall, you can outpace even the maddest DPS in situations where you need to get things down at ridiculous speed.
You can generate threat on a lot of targets You can hold aggro on a theoretically infinite number of mobs at once (assuming your healers can keep you alive) using Consecration spam, and your reflective damage abilities put more threat on them the more they attack you. You can even pull silly little pro tricks like drawing global aggro with healing.
Surviving
You are less survivable than a warrior even when both of you are completely naked. They get the aforementioned larger base Health pool, and you won't start to catch this up until you buy all the Stamina-increasing talents and stack silly amounts of Stamina. A warrior in Defensive Stance takes a base of 10% less damage from all sources, with a further 6% reduction of spell damage with the Improved Defensive Stance talent. A fully-talented Protection paladin with Improved Righteous Fury and Spell Warding mitigates 6% of all sources plus 4% from spell sources.
Once you start gearing up there are still some differences; warriors don't need to spend itemisation on caster stats, and they don't need to spend as much itemisation on avoidance to stay uncrushable (see below in the Theorycraft), so they have more of their item budget to spend on more Armor and Stamina.
Beyond that, warriors get more "not dying" abilities. Paladins have no useful active equivalent of Spell Reflection, Demoralising Shout, Last Stand, Shield Wall, Berserker Rage (depressing list, isn't it?) You get Divine Shield, the best NODAMAGEKTHX ability in the entire game... but apart from some very specific circumstances, you cannot use it while tanking without killing everyone around you, as it drops all your threat while it's active. You can also Lay on Hands yourself, but that's a) once per hour b) eats all your mana c) all you get. You're also fully vulnerable to fear effects, which whilst no longer an automatic wipe are very dangerous, especially in fights involving careful positioning.
With these two things borne in mind, it becomes obvious that for a lot of raid bosses, warriors are the premier main tanks, because the difficulty of most of them comes from the ridiculous amount of damage that they kick out, which warriors are far better placed to survive. Sometimes encounters need speed threat, and the raid leadership are not reticent to pull out the paladins then, but for the most part, the added invulnerability of a warrior is needed to make the raid encounters more bearable.
Other good stuff
Oddly enough, you will actually figure relatively highly on the damage meters in instance situations. All your threat comes from actual damage run through a threat multiplier; you don't have any "phantom threat" moves like a warrior does, so as you're pushing your threat you're pushing actual damage 100% of the time; nothing compared to what a pure DPS class is kicking out, but a reasonable contribution nonetheless, especially in situations where you can tank a lot of mobs with Consecration. This makes you good at grinding as well, at least in specific grinding spots where you can tank half a dozen mobs at once, because you kill things damn slowly, but you kill eight things at more or less exactly the same speed at which you kill one, and you can survive being beaten on by those eight until you can steal their money and lewtz
You're good at saving people's backsides in an emergency. Your Blessing of Protection doesn't stop working while you're tanking so you can save someone's life while you regain control of the mobs, and your taunt is quite impressive; you can taunt at range, meaning you can stay focused on your tanking target while saving a caster standing at the back. (The Abilities section has more useful information on how to get the most out of Righteous Defense.)
Other bad stuff
Casters are your bane. You get one "interrupt"; a stun effect (so may be immune) useable once per minute. You can't kick or counterspell, so the only way to get casters to come into melee range with you is through creative positioning (or the aid of friendly mages), and you need an interrupter along with you to keep casters locked down on fights like Dahlia the Doomsayer or Romulo and Julianne.
Not just that, but if you ever encounter anything with anti-caster abilities... you're screwed, basically. Silence effects can be worked around if you're smart or have quick debuff cleansing on the go. Mana drain or mana burn... well, good luck, because if you get chain-burned you're essentially reduced to autoattacking and crying. Anything with magic immunity or spell reflection can cause you to have a bad day while you're at it (although as a counterbalance, as long as you keep your Unarmed skill well-trained, Disarm has very little effect on your threat generation)
Protection paladin and single-target DPS. I don’t think I need elaborate at all here.
What it essentially comes down to
Paladins are a support class, and their tanking abilities are no exception. You are unlikely to be the top-flight main tank in the high-end raids, bearing the brunt of the onslaught from the big bosses, unless you exhibit mad skillz the likes of which would make grown men weep.
But you can hold aggro, you can take the punishment if not forever then certainly long enough, and your skills synergise well with those of a Protection warrior; the two together are a pretty much unbeatable tanking combination, each supporting the other where they fall down.
