Damage Mitigation
Damage comes in two main forms: Physical and Magical
Damage Mitigation comes in five forms: Armor Class, Dodge, Parry, Block, and Resist.
(+Def. Gear is found throughout the game to up our Defense Rating. This works the same way with warriors, druids, and paladins so I won’t go into it.)
Armor Class
Wearing plate, and with the addition of devotion aura (appox 1200 armor with talents) we can be on par or in some cases exceed the amount of armor a warrior has. This is the first and foremost way to mitigate physical damage. Druids will almost always out armor us because of their lack of other mitigation.
Dodge and Parry
Our dodge and parry abilities are the same as that of a warrior in how they work. Besides gear and the talent of +5 to Parry, paladins do not have any abilities to increase these forms of damage mitigation
Block
Using the ability of Holy Shield and having a proc of redoubt ups the Paladain’s chance to block by an additional 60%. These blocks will provide not only threat generation, but also a nice amount of damage mitigation.
Resist
Magical resists are based on gear, the same way every other class is. However, a paladin has the option to change auras to better suit the needs of each fight (or mid fight). This will help with lowering magic damage taken and is an option not available to druids or warriors. (Warrior, however, have a very nice spell reflect ability)
Other Talents for Damage Mitigation
1) Imp. Righteous Fury. This talent not only increase threat generation, but also decreases all damage taken by 6%. This is comparable to a warrior switching to def. stance (which lowers dmg by 10%)
2) Imp. Hammer of Justice. Hammer of Justice is a 6 second stun on a 1 min. cool down. With talents this can be reduced to 45 seconds. If the mob can be stunned, it won’t be hitting you, therefore lowering the amount of damage you take.
3) Spell Warding. Decreases all spell dmg taken by 4%
4) Sacred Duty. Increases total stamina by 6%
5) Ardent Defender. When the Paladin has less than 20% health, ALL incoming dmg take is reduced by 50%. This is the paladins way of staying alive when low on health, and it is a dramatic decrease in dmg taken. The drawback to this ability is that it can be "Leap Frogged". For example, if you are at 21% and you recieve a crushing blow that takes out 22%, you will die without Ardent Defending kicking in.
6) Blessing of Kings. This blessing will increase all of your stats by 10%. It can be an excellent way to have more stamina on yourself for some of those hard hitting instances/fights where you want as much health as you can get.
Mana vs. Rage
The large difference from a paladin to a warrior/druid is that we use mana instead of rage. The positive side of this is that we don’t need to generate any rage in order to cause threat. Instead, we use our mana to get it. This is very helpful at the start of the fight. However, mana can run out. That is why +int and mana/5 gear is important. Also, and more importantly, Paladins have an ability called Spiritual Attuinment. This ability returns mana to the paladin every time the paladin is healed. The amount of mana returned equals 10% of the heal. It even works when the paladin is at full health.
Paladin Tanking Gear
When looking at the gear you have vs the gear you WANT to have, you have to know what kind of tanking you will be doing. Raiding gear vs 5 man gear will have different needs, along with your playing style. However, these stats are usually the most important:
- Stamina
- +def rating
- Mitigation (Dodge/Parry/Block)
- Intellect
- Armor
- +spell dmg
- +spell hit
- Mana/5
You can see examples of these stats in the “Dungeon 3” armor set called the Righteous Armor found here:
http://beta.worldofraids.com/burning_crusade/armor-sets/paladin-sets/
All of these stats are important, and finding the right mix is something you will need to do for yourself baised on the type of runs you are doing. The more difficult the instance, the higher the stam/mana/+spell dmg you need. However, there are some minimums you should be shooting for if you can, which will be explained in the next section.
Crits, Crushing, and You
At lvl 70, having 490 Def. is a must for tanking. This will make you 'uncritable' by mobs. (technically, your chance to be crit will still be there... something like .01%, but for all intents and purposes, you are uncritable)
Crushing blows, however, are different than crits, and even with 490 def. they can still happen from mobs 3 levels higher than you (aka, bosses). In order to achieve the ability to be "uncrushable", you need to have a combined avoidance of 100% through dodge, parry, block, and miss.
(thanks to Aegris for this info)
If you are MTing raid bosses ( lvl 73 ) you need to have dodge / parry / block up to 60% without Libram of Repentance,55% with it. You cannot rely on redoubt to proc, you will be dead before it does. Redoubt is a backup +30% for when bosses attack so fast they eat through the first 4 charges of holy shield while it's still on cooldown. Redoubt will proc more often when the boss attacks faster, increasing it's likelyhood if holy shield charges are gone, futher pointing to this usage.
Add in the % chance the boss has to miss you naturally ( 5% ) as well as the amount reduced by at least 490 defense ( 5% ). However, on lvl 73 bosses both base and miss from defense are lowered, meaning you need another 2.4% avoidance to get miss + dodge + parry + block + holy shield to 102.4% on your character sheet ( 100% for 73 bosses ).
If you are talking about non-raid tanking ( heroics and 5 mans ) then you don't have to worry about crushing blows at all anyway
Here are the numbers for what each rating translates into. As you can see, block rating "costs" less to still get 1% than parry for example. However, shield block still lets damage through, and so is not nessarily the best for overall mitigation. It will,however, stop crushing blows.
7.9 block rating = 1% block
18.9 dodge rating = 1% dodge
25 agi = 1% dodge + 50 armor
31 parry rating = 1% parry
2.37 defense rating = 1 defense skill = 0.04% to miss, dodge, parry, and block, or 0.16% total
Looking at the above, shield block is the easiest way to gain 62.4% dodge + parry + block, however the least effective for mitigation. Parry is very hard to gain enough to get to 62.4%. Dodge then is the middle ground, payoff for removing crushes to damage avoided is the best solution. Adding raw defense past 490 is probably second best, each skill point giving 0.12% chance to take 0 damage.
If you are under the 102.4% mark, stack block% first to get uncrushable, then upgrade for dodge once you're there.
Tanking Weapon
Greatsword of Horrid Dreams
35-115 dmg 1.8 swing speed
41.4 dps
60 Armor
+15 Stam
+14 Intellect
Equip: Improves spell hit rating by 14
Equip: Increases all dmg and healing by magical spells and effects by up to 130.
I know the warlocks are turning in their grave at thinking of giving a paladin that weapon, but keep in mind that paladins want +spell hit and +spell dmg, stam, armor, and intel. As shown, not much is based upon white dmg for a paladin to tank. (obviously, however, a warlock/mage would also greatly benefit from that weapon)
Summary
Paladin tanks have excellent multi-mob tanking abilities and a fair amount of dmg mitigation. However, to be a good paladin main tank they must be specced well into the Protection Tree and have a good amount of gear to support it. Obviously, skill will always play a part. Paladins do not have quite the mitigation that warriors do, due to the difference between Defensive Stance and Imp. Righteous Fury, but they can certainly hold their own since TBC.
I hope this was helpful, and don’t be shy to let a protection paladin tank your instance for you.