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World of Warcraft PTR Patch 4.3.2 Notes

The first World of Warcraft: Cataclysm patch of the year is in development and now available for testing on the Public Test Realms. This minor patch includes several updates that we were unable to apply via hotfixes, including the recently announced cross-realm raids, assorted class balance fixes, and more. If you'd like to help us test out this patch and provide feedback, you can start by copying your character over to a test realm. Once you've had a chance to try things out, be sure to visit our Public Test Realm forum to discuss the patch.

Classes: General

Vengeance is no longer triggered by receiving damage from other players.


  • The Tier 13 Balance Druid 4-piece bonus now also increases the damage of Starsurge by 10%, in addition to its current effect.


  • Aspect of the Hawk now grants roughly 35% more attack power.
  • Deterrence now also reduces damage taken by 30% while active.
  • Black Arrow now ticks every 2 seconds for 20 seconds, as opposed to every 3 seconds for 15 seconds. The total damage dealt by the ability is unchanged.
  • Land Load no longer benefits Arcane Shot, nor is it consumed by Arcane Shot.


  • Fireball damage has been reduced by roughly 6%.
  • Pyroblast damage has been reduced by roughly 6%.


  • Holy Radiance now costs 40% of base mana, up from 35%.


  • Mass Dispel should again prefer dispelling targets that have magic effects that can be dispelled.

Dungeons & Raids

  • You can now form same-faction raids with Real ID friends, allowing you to enter Raid Finder in groups larger than 5, run older normal or heroic raids, or participate in Battlegrounds. You will not yet be able to run normal or heroic Dragon Soul with cross-realm raids of Real ID friends.
  • Several typo fixes and clarified descriptions have been added to the Dungeon Journal entries for Dragon Soul.
  • Players can no longer win multiple copies of the same item on a single Raid Finder boss kill. For example, a player who chooses Need on two set piece tokens or two weapons and wins the first, will not be eligible for the second on that particular boss.


Patch 4.3.2 on Public Test Realm

A new Patch 4.3.2 is being deployed on test realms as we speak, this is a "minor bug fix patch." according to the official notes but we do not have more details for the moment.

World of Warcraft Optimization

World of Warcraft Optimization

The launcher now optimizes your game folder and tries to improve game performance/reduce the size of the install on your hard drive.

64 Bit Game Client

The 64 bit client might appear in this patch, the current test build is tagged as "test x86", which implies that a 64 bit version is available somewhere.

Client Strings Changes

  • ERR_PARENTAL_CONTROLS_DISCONNECT_WARNING = "You will be disconnected due to parental controls in %d |4minute:minutes;.";
  • ERR_PARENTAL_CONTROLS_DISCONNECT_WARNING_SOON = "You will be disconnected due to parental controls in less than 1 minute.";
  • TIME_PLAYED_ALERT = "You have been playing for %s. Excessive gameplay can cause inconvenience in your daily life.";

Achievements Changes

  • Glory of the Dragon Soul Raider now properly shows the Reins of the Twilight Harbinger as a reward.
  • Ruthless Gladiator's Twilight Drake Obtain the Ruthless Gladiator's Twilight Drake from Arena Season 10 of Cataclysm.

Spell Changes


  • Feldrake Summons and dismisses a rideable feldrake. This is a flying mount. 1.5 sec cast
  • Eye of the Legion Right Click to summon and dismiss an Eye of the Legion. Instant


  • Item - Druid T13 Balance 4P Bonus (Starsurge) now also increases Starsurge damage by 10%


  • Lock and Load no longer affects Arcane Shots.
  • Bombardment now lasts 5 secs instead of affecting your next multi shot only.


  • Item - Paladin T13 Holy 4P Bonus (Holy Radiance) now increases healing done by Holy Radiance by 5%, down from 20%.

Thanks to

feldrake mount, 4 3 2 patch notes, patch 4 3 2 notes

Holy Paladin PvE Glyphs Patch 4.3

Holy Paladin PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Divine Favor - Increases the duration of Divine Favor by 10 sec.
Glyph of Seal of Insight - While Seal of Insight is active, the effect of your healing spells is increased by 5%.
Glyph of Word of Glory - Increases the healing done by Word of Glory by 10%.

Major Glyphs

Glyph of Divine Plea - Your Divine Plea provides an additional 6% of your total mana.
Glyph of Holy Wrath - Your Holy Wrath now also stuns Elementals and Dragonkin.
Glyph of Divine Protection - Removes the physical damage reduction of your Divine Protection, but increases the magical damage reduction by 20%.

Minor Glyphs

Glyph of Truth - Reduces the mana cost of Seal of Truth by 50%.
Glyph of Justice - Reduces the mana cost of Seal of Justice by 50%.

holy paladin glyphs 4 3, holy paladin 4 3 glyphs

Patch 4.3 Hotfixes, December 12

Patch 4.3 Hotfixes, December 12

Originally Posted by Blizzard

Hour of Twilight

  • Archbishop Benedictus

    • Thrall should no longer despawn when no players are near him after the gauntlet has been completed.

Throne of the Four Winds

  • Al'Akir

    • Wind Burst should no longer knock players back too far.

Dragon Soul

  • Morchok

    • Earthen Soldiers, Ancient Water Lords and Earthen Destroyers now move faster.
    • Morchok's Resonating Crystals should now always target the closest players when they explode.
  • Yor'sahj the Unsleeping
    • Damage done by Forgotten Ones, Void Bolt AOE, and Searing Blood has been reduced on 25-person, Heroic difficulty.
    • Yor'sahj's health has been reduced by 10% on 25-person, Heroic difficulty.
  • Hagara the Stormbinder
    • Hagara’s Frost Shield can no longer be broken by Shattering Throw to avoid her Frozen Tempest phase.

  • Warlord Zon'ozz
    • Disrupting Shadows no longer deals AoE damage or knockbacks when the duration is reduced with Mage Armor on Heroic raid difficulties.
  • Warmaster Blackhorn
    • Shockwave can now be broken by trinkets and other effects that cancel stuns.
    • Blackhorn's Vengeance now accrues at a rate of 1% per 2% of missiong HP on Raid Finder difficulty.
    • After Warmaster Blackhorn is killed, the deck fire on upper decks is no longer present on Heroic difficulty.
    • Warmaster Blackhorn, the Twilight Elite Slayers, and the Twilight Elite Dreadblades are no longer able to attack players while mounted.
  • Spine of Deathwing
    • Blood Corruption: Earth will no longer morph into Blood Corruption: Death when dispelled.
    • Blood Corruption: Earth now applies two stacks of Blood of Neltharion when it expires on 25-player heroic difficulty.
    • The health pools for Burning Tendon, Corrupted Blood, Corruption, and Hideous Amalgamation have been reduced by 6 to 11% for 25-person raids on both normal and Heroic difficulty.
    • Hideous Amalgamations with the Superheated buff no longer pulse their AE damage after being thrown from Deathwing's back.
  • Madness of Deathwing
    • Damage done by Elementium Blast, Corrupted Blood, and Blistering Heat have been lowered on Raid Finder difficulty.
    • This encounter should now complete when all players die after Deathwing has been defeated.


  • Darkmoon Zeppelin should no longer be converted to a Horde Balloon during an Alliance to Horde faction change.


  • Pounce should now apply its Bleed to targets beyond its normal range when used with the Glyph of Pounce.
  • The Mass Regeneration effect from the Druid Tier 13 bonus now heals 25% of the healing received by the Druid from Frenzied Regeneration, down from 50%. The tooltip will be updated in a later patch


  • Holy Radiance should now stack properly with Holy Radiance, with all valid targets nearby being properly healed.


  • Bladestorm will now properly apply its immunities to spell effects that are in flight when Bladestorm is activated.


Popular PvP Comps To Play


I know this might be really really really obvious, but I'm just now getting into PvP with some friends and I was just wondering if someone could explain all the names of comps and what they mean.


RMP - rogue/mage/priest
RLS - rogue/warlock/shaman
MLS - mage/warlock/shaman
KFC - warrior/hunter/healer
LSD - warlock/eleshaman/rdruid
LSD2 - warlock/moonkin/rshaman
FMP - feral/mage/priest
TSG - warrior/dk/paladin
PHD - paladin/hunter/dk
HLP - hunter/warlock/paladin
HLD - hunter/warlock/druid
WLS - warrior/warlock/shaman
WLD - warrior/warlock/druid
RLD - rogue/warlock/druid
Shatterplay - spriest/mage/rshaman
Shattreeplay - spriest/mage/rdruid
Shadowplay - spriest/warlock/shaman
Shadowcleave - dk/warlock/shaman
Junglecleave - hunter/feral/shaman
Beastcleave - bm hunter/enhshaman/paladin
Kittycleave - warrior/feral/paladin
Liberty cleave - dk/mage/priest
Thugcleave - hunter/rogue/healer
Mancleave - warrior/paladin/warrior
Unholyplay - dk/spriest/druid
Ebola Cleave - dk/feral/paladin
African Turtle Cleave - prot warr/hunter/druid (or paladin)
Double Healer - holypaladin/priest/warrior


Profession Guide – Paladin

Profession Guide - Paladin

Paladins are one of the hybrid classes in World of Warcraft. This means that they can be tanks, healers or melee dpsers. While leveling Pallas wear mail armor until the 40th level and after they are eligible to wear plate. In many ways they resemble the Warriors but in the game play they are quite different.

Blacksmithing and Mining

Paladins wear plate same as Warriors and therefore Blacksmithing and Mining are one of the best paired professions to match them. Mining is a profession that serves Blacksmithing in the way that it makes it much easier and cheaper to level up. Blacksmithing however is something that Paladins can use for themselves mainly. While leveling they could craft their armor sets which will improve their performance and speed up their leveling. At the maximum level Blacksmithing is still quite useful since it can provide Pallas nice pre-raiding gear which they could craft themselves, also weapons, shields, and enhancements for belts in form of buckles. During the playing Paladin Blacksmiths will be able to learn more plans. To start leveling Blacksmithing all you will need is a Forge and a Blacksmithing Hammer. The hammer you can purchase at any mining trade supplier in major and smaller cities where a forge could be found as well. A Paladin Blacksmith can at some point choose between Armorsmith and a Weaponsmith specialization. If the choice comes down to the Weaponsmith, a Paladin can then specialize further in Swords, Maces or Axes or Mace which will depend purely on his/her choice of weapon. Another nice novice is a buff called Toughness which will increase your Stamina by 50.

Alchemy and Herbalism

Let’s just say that Alchemy and Herbalism are always nice to have for any type of character and for any class, whether you are a healer, a tank, melee dps or a caster. Everybody always needs potions and elixirs. Another nice thing when it comes to Alchemy are the flasks. Flasks have a longer lasting effect and their effect doesn’t vanish when a player dies in combat. Even though Pallas have healing spells they don’t have HoTs aka Healing over Time spells so a spell which they can get with Herbalism could be really nice for them. This spell is called Life Blood and when used will heal you for 2000 over 5 seconds.

Jewelcrafting and Mining

Jewelcrafting and Mining combination could be also nice for Paladins. Mining is good simply because it is accompanies Jewelcrafting good, and Jewelcrafting because of all those nice craftable rings and necklaces and especially because of gems. Gems are a need for each good player because they enhance their stats which of course improve the char’s performance in instances, raids and in PVP. Jewelcrafting could save you a lot of gold and time since as a Paladin you will probably be asked to respect into a healer when needed, dps or an aoe tank. All hybrid classes usually have few sets of armor they can change and of course the gems you will put into sockets on a healing gear will differ than the ones in the tanking gear.


Inscription is a nice new profession which came with the Wrath of the Lich King expansion. It is combined with Herbalism good and could be useful for all players no matter the class or spec. With Inscription one can make useful Glyphs that enhance your performance and skills. Engineering could be also fun for Paladins since when on the max level you could make some armor pieces useful for you and many other cool and useful gadgets. In example, healing Pallas would love Unbreakable Healing Amplifiers and tanking Pallas would definitely go for Armored Titanium Goggles.

World of Warcraft Gold Guide

wow paladin profession guide

Protection Paladin 4.3 Guide and Tips

4.3 PTR changes

- Blessing of Might now provides +20% melee attack power (still +10% to ranged attack power)
- Judging while using Seal of Insight no longer provides bonus mana on top of the mana received from meleeing. Holy can make this up by specing into Judgements of the Pure which now increases Spirit mana regen for a while after using Judgement. This should not be an issue for Prot.
- Holy Radiance is being reworked and given a cast-time, which will probably make its tanking usefulness much more situational at best.
- Seal of Truth, when Judged, now benefits from a multiplier of 20% per stack of Censure, up from 10%. Also, SoT now scales from 13.5% of AP, up from 9.65%.
- Epic gems will be introduced, probably as rare drops from some sort of character specific bag off each boss

Prot Paladin T13

Protection Paladin Tier13 2Pieces Bonus:

Your Judgement ability now also grants a physical absorption shield equal to 25% of the damage it dealt.

Protection Paladin Tier13 4Pieces Bonus:

Reduces the cool-down of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.

Protection Paladin Best in Slot Gear List Patch 4.3

Running Notes

9/29 - Too early to note much, but introducing epic gems without upgrading the other professions' perks will eventually make BS the best profession though it might take a while, depending on the Epic gem drop rate.
10/4 - The 1 HoPo from untalented DP was apparently a datamining error. Blue post says its not part of the plan.
10/7 - Apparently Blizzard really does intend to introduce epic gems without upgrading other profession bonuses (other than for JC). I find it hard to believe, because it will make BS clearly the best profession once you have all epic gems, and JC will be the best profession until you reach that point. But the GC quote is pretty specific, so I guess we'll see.


The purpose of the Field Manual to assist you in being a better Paladin tank. The goal is to provide the best and most accurate information possible so you can make the best decisions possible. In some cases theory crafting will suggest only one solution, in other cases you will have a variety of solutions, either way it is your choice to use information from this post. If you feel you have something to contribute or correct please feel free to send me a PM or post in this thread.


Paladins have gone through significant changes with the introduction of 4.0 and throughout Cataclysm. As such many of the fundamental mechanics that had become very familiar for the past two years have changed or disappeared entirely. This guide and the attached thread is a one stop shop for Paladins interested in tanking. The original post will be maintained and updated with information from the thread that is pertinent and valuable. If there is information you feel should be present in this guide please PM me directly or post in the thread with what you think should be added.


Abr Definition
AD Ardent Defender
AP Attack Power
BiS Best in Slot
BoK Blessing of Kings
BoM Blessing of Might
Con Consecration

CS Crusader Strike
DP Divine Protection
DS Divine Shield
GAK Guardian of Ancient Kings
GC Grand Crusader
GCD Global Cooldown
HotR Hammer of the Righteous
HoPo Holy Power
HoW Hammer of Wrath

HW Holy Wrath
Jud Judgement
JotW Judgements of the Wise
LoH Lay on Hands
MP5 Mana per 5 Seconds
SoI Seal of Insight
SoT Seal of Truth
SotR Shield of the Righteous
SP Spell Power

TbtL Touched by the Light
WoG Word of Glory

Talent Specs

The baseline spec is 0/31/5: Talent Calculator - World of Warcraft Talent Calculator
The last 5 points go into your choice of Pursuit of Justice, Reckoning, Rule of Law, and Hallowed Ground.


Blizzard has done another large consolidation of stats with this patch/expansion. Defense rating among other secondary stats have disappeared altogether. Dodge and Parry now scale the same. A summary of relevant stats and changes to be aware of are available below.

Stat Overview

Strength now provides parry rating (it used to increase Block, but not anymore). 27% of your Strength is converted into parry rating. At level 85 176.1 parry rating equals 1% chance parry (before diminishing returns). Strength also remains the primary (and so far only) source of raw AP for all Paladins.


Stamina, of course, remains important in providing for a large health pool. There are no significant changes for Protection Paladins regarding this stat; however given that the AP bonus provided by [Vengeance] caps at Stamina + 10% of base health, additional Stamina can provide a dps/threat increase.


Agility no longer provides armor or dodge, and should be avoided. Technically it will increase your crit slightly, but generally speaking a piece of gear with Agility is a piece of gear intended for a class other than us.

Dodge Rating

Dodge rating will continue to be on equipment. So far there appears to be no significant change on how this stat and avoidance functions.

Parry Rating

As mentioned above Parry Rating will be gained from STR as well as items. According to Blizzard parry will "provide the same avoidance as Dodge" indicating for the purposes of avoidance parry and dodge are equivalent in terms of stat values.

A word on dodge & parry...

Dodge and Parry diminishing returns are now the same thus from a pure avoidance perspective both dodge and parry are now the same. See the reforging section on how to calculate your block cap.

NOTE: It is no longer necessary to hit or expertise cap for three reasons: taunts and non-damaging interrupts can no longer miss, the buff to Righteous Fury makes threat largely a non-issue, and Judgements of the Wise now activates on-cast rather than on-hit.

Hit Rating
Hit rating makes you more likely to actually hit the stuff you will be tanking (no damage, no threat). While threat should generally not be a problem, tank dps is now a useful component of raid dps (particularly in 10 mans). However, bear in mind that survivability still vastly outweighs dps in tank prioritization.

The vast majority of Protection Paladin abilities are based of the melee hit table not the spell hit table. In addition, we get 8% spell hit from [Touched by the Light], so we hit-cap spells before we hit-cap melee attacks. As such at level 85 Paladins are interested in only reaching the 8% melee hit cap. Any hit over the cap is considered wasted.

Level 85 - 8% requires 961 Hit rating / 841 for Draenei

Originally Posted by Theck
While in Wrath, we still saw a moderate benefit from hit above the melee cap, the 8% spell hit we get from talents caps our spell hit before that point, making the benefit of hit rating over melee cap exactly zero. So like many DPS classes, hit rating below the cap will be one of our best threat stats, while anything above the cap is wasted.

Expertise Rating
Expertise has improved as scaling has gone up, and according to Theck's numbers, surpasses HIT as our best threat/dps stat up to the Parry cap (26). In fact, it remains better than STR all the way up to the hard cap at 55 expertise.

Level 85 - 26 Expertise requires 781 Expertise rating / 55 Expertise requires 1652 Expertise rating

Originally Posted by Theck
TLDR Summary:
-Expertise and Hit are our best DPS stats below their respective caps (8% for hit, 26 for expertise soft cap). When gearing for DPS/threat, you should be aiming for 8% hit and around 26 expertise. From that point on, stack Strength for reliable threat.
-AP, Crit, and Agility are all second-tier threat stats. For gearing purposes, you'll probably ignore these (except maybe on an Agility weapon).
-Haste/Mastery/SP/Intellect are all weak threat stats. Don't stack any of them for threat.


Mastering Mastery
Mastery is a "universal" stat that depending on the player's spec provides different benefits. For now it does not suffer from diminishing returns. For Protection Paladins, Mastery provides block rating via Divine Bulwark. Currently for every point of Mastery the Paladin will receive 2.25% increased chance to block. All indications are that this is the only means for Paladins to attain block rating/percentage (with very few exceptions). Tanking gear (to date) has only had dodge/parry for secondary defensive stats. Paladins will want Mastery... lots of it. See below regarding reforging and Mastery.

Mastery is the best defensive stat for Protection Paladins for two reasons. First, up to full Combat Table Coverage (CTC) of 102.4% (sometimes referred to as “Block Cap”), Mastery provides more damage reduction per itemization point than any other stat. Second, in addition to reducing damage taken, Mastery also smoothes out the incoming damage a tank faces, making them easier for healers to heal.
For example, stacking avoidance does a good job of reducing damage, but makes the incoming damage “spikier”. Either the tank takes a full hit or it misses entirely, so their health bar either doesn’t move or it takes a big dip, making incoming dps much more volatile. In contrast, stacking Mastery makes the tank take a steady succession of much smaller hits which are easier to manage, and less likely to kill the tank outright before a healer can react.


Reforging, Combat Table Coverage & You

Now for a word or two about reforging. Reforging will allow you to shift secondary stats around on gear to (hopefully) optimize your build by moving 40% of a secondary stat to another (not present) stat on the same item. Primary stats (Strength/Stamina/Agility/Intellect, Spirit is no longer a primary stat) cannot be reforged to or away from.

What does this mean for tanking Paladins? Now that blocks are no longer a fixed amount of mitigation but instead reduced damage by a certain percentage it is in our interest to try to block as much as possible. As such we want to reach the 102.4% total avoidance threshold (also referred to as "block cap" or "complete combat table coverage") that we have aimed for in the past. This pushes regular hits off the table so that any physical hit has to come through a block. Given that tanking Paladins should be reforging for Mastery as much as possible. If your ilevel is too low it may not be possible to actually “cap”. Regardless, you want to get as close are you possibly can to the 102.4% threshold.

Tanks should follow the following stat priority when deciding reforging:

(Most valuable) Mastery (to block cap) > Dodge = Parry >>> Expertise > Hit (Least valuable)

Dodge and Parry are equivalent, and there is more value in reforging to whichever has less rating. If you have any stats other than these (Haste, Crit, etc), perhaps because you are trying to re-purpose dps gear, consider all other stats to be less valuable than Hit.

Do not forget that gemming and enchanting can add to secondary stats so keep in mind your gemming and enchanting choices when reforging and vise-versa.

If you are wondering where Holy Shield is, remember that the talent has been changed to provide a bonus to block damage reduction instead of block chance.

When does armor come into play?
Armor plays no role in determining how a hit is resolved on the combat table. Only after a hit has be resolved on the table and if it does any physical damage then armor is applied. Armor is another form of mitigation.

Don't Go Crazy
Do not reforge into Mastery mindlessly. Going beyond the block cap/full combat table coverage is a waste. Once you hit that 102.4% threshold you have to stop. Any additional block serves absolutely no purpose. Also once your reach 102.4% be careful to balance dodge/parry correctly. Dodge and parry occur before block on the hit table so if you end up having too much dodge/parry you push more block chances off the hit table. Once you are capped, mastery can be reforged into Avoidance.


Various professions offer various benefits for a tanking Paladin. Below is a summary of what professions provide what. The sheer value of professions is somewhat diminished from WotLK stature. Once level 85 scaling is factored in, the itemization points provided by a full maxed profession will provide roughly half the rating granted in WotLK. Still, some professions are certainly still more valuable than others.

BS, JC, Inscription, Leatherworking and Enchanting are extremely closely balanced, providing 80-81 itemization points of value and being flexible for dual-spec characters. BS and JC are arguably slightly ahead as they provide slightly more flexibility, allowing some choice in what stat the bonus points go into. Alchemy also provides flexibility in terms of stat bonus and allows placing cauldrons, but requires re-flasking if you need to change to another role. Mining is a step behind as its +STA gain is acceptable for tanking but a dual-spec player would get minimal benefit for an off-spec.
Engineering looks good for entry raiding, as the crafted helms are easily the best available pre-raid and the bolt gun and various gadgets provide helpful utility. However, for progression tanking, the QuickFlip hand enchant is solidly inferior to the profession bonuses available to other professions (it provides ~80 itemization points of armor, which is, roughly, only 60% as good as mastery in terms of preventing damage), making Engineering a slightly inferior choice to the ones listed above.

Skinning, Herbalism, and Tailoring remain unattractive to paladin tanks.


The benefits to tanking are useful but lacking in flexibility. The crafted trinket ([Lifebound Alchemist Stone]) is tremendous for early raiding as STA and Mastery are the two key stats for paladin tanks. Additional benefits include a percentage bonus benefit when using potions/flasks/etc and longer durations on flask/elixir based buffs through [Mixology]. Though the STA flask is now properly budgeted, pogression minded tanks, barring changes, may get more benefit from elixirs or scrolls. A penalty of Alchemy is that one must swap flasks/elixirs if one changes specs and wants to keep the profession bonus.


Beyond crafting your own plate gear (which has marginal benefits, as all interesting pieces are BoE and thus potentially purchasable) the primary purpose of this profession is to provide you with two additional gemming slots ([Socket Bracer] [Socket Gloves]) to stuff additional gems. Barring changes to profession perks, blue comments suggest BS will become the best all-around profession once a character is fully equipped with Epic gems (as the profession bonus will increase to 100 itemization points vs the ~80 granted by other professions).


The primary benefit enchanting has for tanking is the +60 stamina to each of your rings for a total gain of 120 stamina. For those with Retribution off-specs there are the +STR/AGI ring buffs to consider as well.


Engineering has filled the role of crafting usable equipment, namely specialized helms and ranged weapons. This continues with Cataclysm. It is unclear what head slot epics will become available later on but engineering Protection Paladins can craft [Reinforced Bio-Optic Killshades] as their first epic tanking helm. As the special Jewelcrafter like Cogwheel "gems" ([Flashing Cogwheel], [Fractured Cogwheel], [Subtle Cogwheel]) can only be used in the crafted Engineering helms, the presence or absence of further crafted helms has a substantial impact on the profession’s future value. Other benefits include slot specific enchants for tanks like [Quickflip Deflection Plates] and [Grounded Plasma Shield]. Finally, the Cardboard Assassin has utility in managing adds or boss control in certain circumstances.


Herbalism provides little benefit to tanking Paladins; [Lifeblood] can be used as a self heal and haste boost but is sub-optimal based on other profession bonuses.


The main benefit of Inscription is the special shoulder enchants only available to Inscriptionists, which provide the exact same bonus options (net of the Exalted level Therazane shoulder inscriptions) as Enchanting. In addition, the player is not required to grind Therazane rep. As a further bonus, Inscriptions can craft a number of items. The most interesting for tanking Paladins are [Notched Jawbone] and [Silver Inlaid Leaf], though the stats for the latter item are not ideal. Beyond that if you have good access to herbs you can create your own glyphs.


Jewelcrafting can provide interesting trinkets but its primary benefit is the unique gems ([Solid Chimera's Eye]) only usable by jewel crafters, the net benefit of which is comparable to the gain from other professions (~81 itemization points), though it has the advantage of being flexible, allowing those points to be used for Mastery or Avoidance, rather than Stamina. The craftable trinkets provide some benefit to newly leveled starting tanks. On the PTR, the Chimera's Eye patterns have been buffed by ~10 itemization points each to compensate for the new epic gems. Since blue quotes suggest it might take quite a while to get fully decked out in epic gems, the potential exists for JC to be a solid 30 itemization points better than any other profession, until the character is fully decked out in epic gems. I find it hard to believe Blizzard won't change this, but they appear to recognize the situation and be ok with it right now.


The primary benefit for tanking Paladins provided by leatherworking would be the Draconic Embossment for bracers with the +195 STAM enchant presumably the most attractive. The current non-LW BiS defensive wrist Enchant is +50 Dodge rating. While the gap in itemization points between the two enchants is roughly what one would expect for a profession bonus, the gap between the base enchant being in the inferior Dodge vs Stamina makes this a superior option. Combined with the potential raid utility of the surprisingly still functional Drums of Speed, LW is an attractive tanking profession.


[Toughness] is the main benefit provided by mining. The +STA gained is comparable to the benefit of the other "good" tanking professions, but it provides little benefit to dps/healing off-specs. Mining is also the support profession for Blacksmithing, Engineering, and Jewelcrafting.


Given how low critical strike rating is as a priority for tanking Paladins the [Master of Anatomy] benefit from this profession is one of the least optimal.


Tailoring allows for the embroidering of cloaks. None of the embroidering options are ideal for Protection Paladins so this profession is also one of the least optimal for tanks.

Glyphs, Enchants, Gems and Consumables

A third tier of glyphs was introduced with Cataclysm. We now have Prime, Major, and Minor glyphs. For detail on why you should choose specific glyphs please go here.


[Glyph of Hammer of the Righteous] (Best AoE glyph) - Increase both physical and holy damage components by 10%.
[Glyph of Seal of Truth] (Best single target glyph) - Seal of Truth also grants 10 Expertise while active.
[Glyph of Crusader Strike] - Increases crit chance on CS by 5%.*
[Glyph of Shield of the Righteous] (Second best single target glyph) - Increases the damage of Shield of the Righteous by 10%.*
[Glyph of Word of Glory] - Increases the healing done by Word of Glory.*
[Glyph of Seal of Insight] - Increases the effect of healing spells by 5% when the seal is active.
[Glyph of Judgement] - Increases damage from Judgments by 10%. While this is one of the weaker threat/dps glyphs, combining it with 2 piece t13 provides some additional survivability as well. Further analysis will be required to see how valuable it becomes.

* Build and preference on whether to focus more on single/AoE tanking or WoG will effect these glyph selections.


Prime glyphs have replaced the role of Major glyphs while Major glyphs have now become a middle of the road type of glyph. Being middle of the road these glyphs do not adjust abilities as drastically as prime glyphs, though they can provide strong, if situational benefits. Swapping them around relatively often to take advantage of fight mechanics is common. Below are acceptable glyphs for tanking Paladins.

[Glyph of Dazing Shield] - Avenger's Shield now also dazes targets.
[Glyph of Divine Protection] - Increases magical damage reduction of this ability by 20% and removed the physical protection benefit.
[Glyph of the Ascetic Crusader] - Reduces mana cost of CS by 30%.
[Glyph of Focused Shield] - Avenger's Shield hits 2 fewer targets, but for 30% more damage.

[Glyph of Holy Wrath] (Recommended) - This provides an AoE stun and will likely have high utility, given the expected presence of dragonkin and elementals in the 4.3 raid.
[Glyph of Lay on Hands] (Recommended) - Reduces LoH cooldown by 3 minutes.


Minor glyph selection remains underwhelming; ultimately the choice of Minor glyphs has very little impact on tanking performance.

[Glyph of Blessing of Might] - Reduces the mana cost of BoM by 50%.
[Glyph of Blessing of Kings] - Reduces the mana cost of BoK by 50%.

[Glyph of Seal of Truth] - Reduces the mana cost of SoT by 50%.*

When considering enchants and gemming, follow a slightly modified version of the stat priorities from reforging. The priority table is per itemization point.

Mastery (to block cap) > Dodge = Parry >= Stamina > Armor > Strength > Expertise > Hit

Again, Dodge and Parry are equivalent, you should enchant or gem to whichever has less rating. Conventional wisdom suggests stacking Stamina after capping block is the way to go.

Many enchants have been changed/removed to reflect the new stat system that has been implemented. Below are suggested enchants for tanking Paladins; choices might depend on your build. Do keep in mind your enchanting choices relative to your gemming in gearing choices when reforging later.

Slot Enchant
Head [Arcanum of the Earthen Ring]

Shoulders [Greater Inscription of Unbreakable Quartz]

Back [Enchant Cloak - Protection]

Chest [Enchant Chest - Greater Stamina]

Wrist [Enchant Bracer - Dodge], [Enchant Bracer - Greater Expertise]

Hands [Enchant Gloves - Mighty Strength], [Enchant Gloves - Greater Expertise], [Enchant Gloves - Greater Mastery]

Finger [Enchant Ring - Greater Stamina] (Enchanters Only)

Legs [Drakehide Leg Armor]

Feet [Enchant Boots - Earthen Vitality], [Enchant Boots - Mastery]

Weapon [Enchant Weapon - Windwalk]

Shield [Enchant Shield - Blocking], [Enchant Shield - Protection]



Gems have gone under a significant revamp much like enchants. Gems with specific stats that have been removed the game have also been removed. Some stats have also changed colors. As such the 3.0 to 4.0 transition will be a bit painful for some as they must re-gem in order to make current gear sets work until Cataclysm. Once people begin transitioning into Cata this problem should subside.

Below are preferred gems for Protection Paladins. Two gem strategies are to gem only stamina after activating the Meta and to gem mastery to in order to reach the block cap. Consider your taking style and raid progression when gemming.


[Austere Shadowspirit Diamond] - +81 Stamina and 2% increased armor from items (Requires 2 Yellow gems)
[Eternal Shadowspirit Diamond] - +81 Stamina and +1% shield block value (Requires 3 Blue gems)

If you are wondering which meta to choose, there is an easy way and a more complex/accurate way:

Easy Way
Originally Posted by Theck
Meta Gems
At 35% total avoidance and 50% block, the block meta and armor meta are roughly equal.
At lower avoidance/block, the armor meta is up to 25% more effective than the block meta.

More Accurate Way
Ra/Rb = (2*Ar)/(Bc)*(1.024-Av-Bv*Bc)/(1.02*Ar+K)
Ar is your armor

Bc is your block chance (decimal format, 55%=0.55)
Bv is your block value (decimal format)
Av is your total avoidance (decimal format)
K is the armor constant, which is 32573

Ra and Rb are the damage reduction of the armor and block meta gems, respectively. If the ratio Ra/Rb is greater than 1, the armor meta is more effective, if it's less than 1 the block meta is more effective.


[Solid Chimera's Eye] - +101 Stamina (Jewelcrafters Only)

[Fractured Chimera's Eye] - +67 Mastery Rating (Jewelcrafters Only)
[Rigid Chimera's Eye] - +67 Hit Rating (Jewelcrafters Only)
[Precise Chimera's Eye] - +67 Expertise Rating (Jewelcrafters Only)

Blizzard has announced the new epic gems, and it appears they will be a 25% increase in itemization over Rares (75 Stamina/50 other stats, which would suggest new Chimera's Eye patterns with about 10 more itemization points than the current ones) and it has been suggested they will only be available via rare drops, but its too early to start banking on any of it. Additionally, it appears the Chimera's Eye patterns will be increasing by 10 itemization points each in 4.3.


Single Stats
[Solid Ocean Sapphire] - +60 Stamina (Counts as a Blue gem)

[Fractured Amberjewel] - +40 Mastery (Counts as a Yellow gem)

Combination w/ Stamina
[Puissant Dream Emerald] - +20 Mastery Rating and +30 Stamina (Counts as a Yellow or Blue gem)
[Sovereign Demonseye] - +20 Strength and +30 Stamina (Counts as a Red or Blue gem)
[Regal Dream Emerald] - +20 Dodge Rating and +30 Stamina (Counts as a Blue or Yellow gem)
[Defender's Demonseye] - +20 Parry Rating and +30 Stamina (Counts as a Red or Blue gem)
[Guardian's Demonseye] - +20 Expertise Rating and +30 Stamina (Counts as a Red or Blue gem)

Other Combinations

[Fine Ember Topaz] - +20 Parry Rating and +20 Mastery Rating (Counts as a Red or Yellow gem)


A food and other self applied buffs are necessary to be effective. The following are appropriate foods, potions, elixirs, flasks, and scrolls to use while tanking.


The new "fish feast" of Cataclysm is [Seafood Magnifique Feast], which will provide the same effect as the Mushroom Sauce Mudfish below (+90 Dodge and +90 Stamina).

Survivability Food
Survivability food should be the standard food to boost survivability and will help you close the gap if you have not quite block capped yet or desire a bit more dodge/parry.

[Lavascale Minestrone] - +90 Mastery rating / +90 Stamina
[Mushroom Sauce Mudfish] - +90 Dodge rating / +90 Stamina
[Blackbelly Sushi] - +90 Parry rating / +90 Stamina

DPS Food
DPS food obviously helps with DPS. If you are well geared and not hurting for hit or expertise Beer-Based Crocolisk will be your go to food.

[Beer-Basted Crocolisk] - +90 Strength / +90 Stamina
[Crocolisk Au Gratin] - +90 Expertise rating / +90 Stamina
[Grilled Dragon] - +90 Hit rating / +90 Stamina


Beyond the usual health and mana potions, there are two possibly useful ones. Remember, only one potion can be used per fight (two with pre-potting). [Earthen Potion] - +4800 armor for 25 seconds, for times of high incoming physical damage [Golemblood Potion] - +1200 STR for 25 seconds, on the pull or during burn phases when tank dps is crucial


As usual there are a variety of elixirs to choose from. Like food mix/match as appropriate for your current build and needs. Below is a list of the most likely that you'll need. Remember that you can have only 1 of each type of elixir (Battle and Guardian) at any given time. Note that the itemization gained from using a pair of elixirs is substantially superior to using a flask.

[Elixir of Deep Earth] - +900 Armor (Guardian Elixir)
[Prismatic Elixir] - +90 to all Resistances (Guardian Elixir)
[Scroll of Stamina IX] - +150 Stamina (Guardian Elixir)
[Elixir of the Master] - +225 Mastery rating (Battle Elixir)
[Elixir of the Naga] - +225 Expertise rating (Battle Elixir)
[Elixir of Impossible Accuracy] - +225 Hit rating (Battle Elixir)


One flask also counts as a Battle and Guardian Elixir. Below are recommended flasks.

[Flask of Steelskin] - +450 Stamina
[Flask of Titanic Strength] - +300 Strength

Given current flask selections Steelskin will almost always be the best one for tanking Paladins (though inferior to elixirs). Titanic strength is an option for dps (on Alysrazor, for example), but threat should not be an issue after Righteous Fury was buffed to 500%.


Several abilities got renamed or moved, but should be familiar to many veteran Paladin tanks. There is also Holy Power which now needs to be contended with.


[Seal of Insight] - Formerly known as Seal of Light. Continues to function as before; it has a chance of healing the Paladin for each swing as well as restoring a small amount of mana. As of 4.3, Judgements on this seal will do damage but will no longer restore 15% of mana. Usually you will not use this seal, though it can be handy when tank damage is relatively unimportant and the tank or raid are taking unusually heavy damage.

[Seal of Righteousness] - Seal that does straight holy damage for each swing and judgment. Ret paladins have a talent (that tanks cannot reach) which allows it to hit all targets within range, making it a powerful AoE seal. Since tanks cannot reach the talent, this seal remains single target, and there is no situation in which it is optimal for tanking.

[Seal of Truth] - What was once known as Seal of Vengeance is now known as this. It applies a stacking DoT called Censure on each hit, which stacks up to 5 times. Additional hits after 5 stacks provide a burst of additional damage. This is essentially the same as before and also remains the principle tanking Seal. Remember to pick up the associated glyph for 10 Expertise.

Key Abilities

[Avenging Wrath] - The effects of this ability have not changed much from before though it no longer causes another abilities to be locked out or put on temporary cooldown. AW can be activated and other abilities like DS or DP can be activated immediately as well. The cooldown of this ability is reduced to 2 minutes when talented into all ranks of [Shield of the Templar].

[Crusader Strike] - Crusader Strike is now a baseline skill and grants a charge of Holy Power. NOTE: CS shares a cooldown with HotR.

[Devotion Aura] - There are very few exception when a Protection Paladin would not be using this aura while tanking. The aura confers the benefit of providing additional armor to the Paladin and all party/raid members affected by the aura.

[Hammer of the Righteous] - Much like the old version this is an AoE attack but not limited by the number of targets. The hammer will hit a primary target hard and then anything else within 8 yards of your target with a holy attack. NOTE: HotR shares a cooldown with CS.

[Hand of Reckoning] - Hand of Reckoning has lost its damage component so it is no longer preferable as a single target pull. It now, for all intents and purposes, works the same as the Warrior's taunt. This ability can no longer miss regardless of how good/bad your hit rating is.

[Hand of Protection] - Hand of Protection allows you to target yourself or party/raid member to protect them from physical attacks only for 10 seconds. This ability will cause for Forbearance for 1 minute.

[Righteous Defense] - This ability is unchanged and remains the Protection Paladin's "indirect" taunt. Use it on a party/raid member to direct up to 3 enemies to attack you instead. There have been bugs in the past, but at least in theory it should be incapable of missing.

[Righteous Fury] - This ability increases all threat generated by 500%. Also Blizzard has been nice enough to remind Paladins in the tool tip that this ability makes you a better tank.

[Shield of the Righteous] - Our principle single target attack. This ability is powered using HoPo and as such will not activate unless you have at least 1 HoPo charged on your gauge.

[Inquisition] - Similar to Avenging Wrath in that it boosts damage output for a specified duration (increased depending on your amount of Holy Power). Though this ability only boosts holy damage.

These abilities help you survive situations where your risk of death is elevated. These situations range from the obvious - a special attack on a predictable timer - to the more subtle but no less deadly, like a debuff that disables or distracts your healers. Here are a couple guidelines for using cooldowns effectively:

• Use cooldowns before you take damage. If you use GoAK at half health, 90k HP, the cooldown is effectively adding 90k more HP before you die. If you wait until you reach 20k HP, it only adds an effective 20k HP. Waiting to use your cooldowns until you’re at low HP is a self-fulfilling prophecy.
• You get the most mileage out of consciously using them in dangerous situations, but the more you use them, the more value you get. It’s a balancing act.
• Match the cooldown to the level of threat by planning your cooldown usage before the fight. Save GoAK for when you know a big hit is coming, but unless there is a special ability with which it lines up well, DP should be used early and often even on regular incoming damage.

[Ardent Defender] - AD has gone through significant changes with 4.0; the most notable being that the ability is no longer passive. In order to benefit from the death saving effect the ability has to be manually activated. When activated the ability provides a 10 second buff window. During that window AD behaves like before; if a Paladin is struck by an attack that would kill them they are instead healed for 15% of max health. Another major difference is that the ability will no longer passively reduce damage when falling below a particular health percentage. During the 10 second window when the ability is activated Paladins will also benefit from a fixed 20% reduction to all incoming damage.

[Divine Protection] - DP is no longer as strong as before; the upside is that it no longer causes [Forbearance]. It is also a short cooldown (1 minute) and relatively cheap. This should be used to manage damage in non-emergency situations. Note that it is often glyphed, which removes its ability to reduce physical damage, instead reducing magic damage by 40%.

[Divine Guardian] - If you pick up this talent you receive a new cooldown that reduces damage by 20% to all members of your party/raid within 20 yards for 6 seconds; you do not benefit from the damage reduction of this ability.

[Divine Shield] - This ability is available to all Paladins but should be used carefully by tanks since it effectively removes you from combat and thus the threat table temporarily. Enemies on you will immediately go toward the next party/raid members on the threat table. In most cases tanks will not use this ability. It is often used in conjunction with a /cancel macro to quickly cast and remove the effect, as it clears many, though not all, debuffs. This ability also causes Forbearance. Note that both Divine Shield and Hand of Protection (up in the Key Ability section) can both be used, carefully, as true defensive cooldowns by pairing them with taunts.

If a Paladin tank pops Divine Shield, then immediately taunts the mob, instead of heading for the next target on its aggro table, the mob will be stuck on the tank for the duration of the fixate (3 seconds, but you could use both taunts back to back). Obviously the mob will head for the next target as soon as the fixate expires. So while this can be a clever way of avoiding damage entirely for a few seconds, it must be used very carefully and probably in conjuction with a macro to quickly remove the shield.

[Guardian of Ancient Kings] - This is now the major cooldown for tanking Paladins. GAK will reduce damage to the tanking Paladin by 50% through the Ancient Guardian ability for 12 seconds. Cooldown on this ability is 5 minutes; or 3 minutes if speced into all ranks of [Shield of the Templar].

[Holy Radiance] – Holy Radiance is an AoE insta-cast HoT that heals all friendly targets within 20 yards every second for 10 seconds, with effects reducing on targets more than 8 yards away or when there are more than 6 targets in range. This ability is a useful AoE aggro move and provides modest help in AoE damage situations. 1 minute cooldown. This ability is being restructured in 4.3 and will probably no longer be viable for tank usage.

[Holy Shield] – Holy Shield was significantly changed in 4.2, and is no longer a passive +10% to amount blocked. Instead, it is now an activate-able ability which provides 10 seconds of +20% to amount blocked on a 30 second cooldown. It is typically used nearly on cooldown during fights, though it may be delayed briefly if a period of high blockable damage is expected to come soon (such as on Hatchling Tantrums).

[Lay on Hands] - LoH remains an important cooldown for tanking Paladins. Casting it will heal the target equal to the maximum health of the casting Paladin. It is off the global cooldown, cannot crit heal, is not effected by many healing boosting effects, and will cause Forbearance for 1 minute on whomever it's cast.

[Word of Glory] – An instant HoPo powered heal with a 20 second cooldown and no mana cost. Additionally the base spec (via Guarded by the Light) also provides the additional benefit of converting any over healing into a temporary bubble. Sometimes underestimated, it can crit and easily heal for 30+K, making it a powerful survival tool.

Interrupts, Silences & Stuns

[Rebuke] - Now a baseline ability, this allows you to interrupt spellcasting, and like all non-damaging interrupts it cannot miss.

[Hammer of Justice] - A dedicated stunning ability with a 1 minute cooldown. Since 4.0.6 this ability no longer interrupts mobs that are stun immune when taking the the [Vindication] talent. Dedicated interrupting is now done through Rebuke.

[Avenger's Shield] - In reality this is much more of a DPS ability than an interrupting ability. The interrupt/silencing on targets hit by the shield is intended to assist Paladins during the pull portion of tanking. Given that it is part of the tanking rotation it will continue to interrupt and silence but timing can be difficult to use the ability as a dedicated interrupt. Keep in mind that some mobs are immune to the silencing effect.

Mechanics & Rotation

Holy Power

The introduction of Holy Power changes rotation dynamics for Protection Paladins. Much like combo points for Rogues this new resource scales up abilities effects depending on how full the gauge is. When an ability that uses HoPo is activated the gauge is emptied and depending on the amount displayed the ability receives a boost (usually more damage or more healing).

The following abilities/talents relevant to Protection Paladins use Holy Power...


[Shield of the Righteous]
[Word of Glory]

The following abilities relevant to Protection Paladins generate Holy Power...

[Crusader Strike]
[Hammer of the Righteous]
[Pursuit of Justice] (If talented, HoPo gains are incidental)
[Divine Plea] (3 Holy Power if talented. As of 4.3 it will provide 1 Holy Power even if not talented)

The Pull

1) Divine Plea : add 3 Holy Power
2) Inquisition : consume 3 Holy Power and +30% damage for 12 seconds
3) Pop Wings AW + Exorcism (same key macro ideally) : +20% damage 20 seconds + 1.5 second cast time, use it for your first hit on raid boss
4) Judgment (assumes Impr Judgement talent) : instant cast as you run in towards boss to engage
5) Avengers Shield (assumes Focused Shield glyph) : instant cast as you engage (still at distance or melee range)
6) Start rotation

AW does not stack with Rogue Tricks of the Trade (+15% bonus to damage), so if you expected to get ToT'ed on the pull, save AW for a later point.

The Rotation

Whatever you knew about the Paladin tanking rotation needs to now be tossed out the window. The previous 9/6 rotation that proved to be highly reliable is no longer possible. The rotation is also heavily affected by HoPo (as described above) so the order of abilities matter in order maximize the usage of HoPo. Because of this Protection now uses a priority/clash resolution system like many other classes.

Single Target Queue:
SotR>CS>AS>HoW(if active)>J>Cons*>HW*

(*=mana permitting, boss stationary for Cons to be fully effective)

While it's impossible to write this out as a static rotation due to Grand Crusader procs, failed holy power generation from CS misses, and delays caused by SotR misses, we can roughly approximate it as a flexible rotation. This has been dubbed the "939" rotation as a throwback to WotLK-era 969 mechanics. It looks something like this:
CS-X-CS-X-CS-ShoR, where X is filled with AS, HoW, J, Cons or HW in that order based on availability and mana constraints (skip Cons/HW if low on mana).

CS is your "3" ability, and in most cases you'll cast it every other GCD to maximize Holy Power generation. You'll fill the other GCDs according to the priority queue given above (those are the "9" abilities), and cast SotR as soon as you reach 3 Holy Power (even if it means pushing CS back). Maximizing Holy Power generation and usage is the key to optimizing your DPS.

There is an alternative queue that generates approximately 1% higher DPS than 939 (and with 2pT13 a slight mitigation increase), but requires more attention. Whether this increase is worth it is up to the player. The queue is:
SotR(if Inq or Sacred Duty buffs active)>Inq>CS>AS>HoW>J>Cons*>HW*

Theck maintains a comprehensive model of our single-target DPS rotations in case you want more detailed information about our single-target priority queues.

AoE Queue
HotR and Inquisition are the bulk of our AoE DPS. The queue that seems to maximize our multi-target output is:
Inq(if not active)>HotR>AS>Cons>HW>J

Be careful with mana when performing this rotation, as low Judgement priority and frequent Cons/HW usage may run you OOM. In multi-mob situations Sanctuary income is usually sufficient to cover that gap.

This queue refreshes Inquisition every 4 holy power, effectively wasting some of our Holy Power generation. That still manages to eke out a few percent more DPS than simply using a 939-variant of HotR-X-HotR-X-HotR-Inq, but it's not a large difference. If sticking to "9H9" is more comfortable for you, that may be preferable.

Also note that replacing CS with HotR in the single-target rotation is generally enough to hold aggro on multiple mobs while still focusing the brunt of your DPS on a single target. For situations where everyone is focusing on one target and cleaving down a group of other adds, that sort of substitution is likely your best choice.

Theck maintains a comprehensive model of our AoE DPS rotations in case you want more detailed information about our AoE priority queues. Maintankadin • View topic - Theck's MATLAB thread - Cataclysm/4.x


Macros are intended to make your life easier. Below are a few macros for your benefit. Please send me any macros you think maybe useful for tanking Paladins.

Quick De-buff Clearing Macro
This macro activates Divine Shield and then immediately cancels the effect. This will force almost all de-buffs and other negative effects to be removed from you and simultaneously cancel the shield so you do not lose threat for more than a moment.

#showtooltip (needs to be hit twice)
/cancelaura Divine Shield
/cast Divine Shield

Righteous Defense Macro

Just hover over a Party / Raid member and taunt from them.

#showtooltip Righteous Defense
/cast [target=mouseover,help,nodead][help,nodead][target=targettarget,help,nodead]Righteous Defense

Cleanse Macro

#showtooltip Cleanse
/cast [target=mouseover,exists,help] Cleanse; [target=target,help] Cleanse; [target=targettarget,exists,help] Cleanse; [target=player] Cleanse; Cleanse;

Hand of Protection Macro

#showtooltip Hand of Protection
/cast [target=mouseover,exists,help] Hand of Protection; [target=target,help] Hand of Protection; [target=targettarget,exists,help] Hand of Protection; [target=player] Hand of Protection; Hand of Protection;

Interrupt Focus Macro

#showtooltip Rebuke
/cast [target=focus, exists] Rebuke; Rebuke;

Divine Plea Macro (needs to be hit twice)

/cancelaura Divine Plea
/cast Divine Plea

Use for a quick 3 Holy Power before a Shield of the Righteous, Word of Glory, or Inquisition. The /cancelaura is to remove the buff effect so there is no penalty on WoG healing.


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Patch 4.3 Live This Week

Patch 4.3 is definitely going to drop this week, November 29th. PTR has been on Release build for a while now, blue's have been silent as well. It's happening.

Here is a list of articles you might be interested in,

Patch Information:

World of Warcraft Patch 4.3: Hour of Twilight


Morchock Strategy / Guide (10M / 25M)
Ultraxion Strategy / Guide (10M / 25M)
Hagara the Stormbinder Strategy / Guide (10M / 25M)
Spine of Deathwing Strategy / Guide (10M / 25M)
Madness of Deathwing Strategy / Guide (10M / 25M)
Warlord Zon'ozz Strategy / Guide (10M / 25M)
Yor'sahj the Unsleeping Strategy / Guide (10M / 25M)
Warmaster Blackhorn Strategy / Guide (10M / 25M)

Best in Slot Gear Guide:

Protection Warrior Best in Slot Gear List Patch 4.3
Hunter Best in Slot Gear List Patch 4.3
Moonkin Best in Slot Gear List Patch 4.3
Rogue Best in Slot Gear List Patch 4.3
Shadow Priest Best in Slot Gear List Patch 4.3
Protection Paladin Best in Slot Gear List Patch 4.3
Enhancement Shaman Best in Slot Gear List Patch 4.3
Resto Shaman Best in Slot Gear List Patch 4.3
Holy Paladin Best in Slot Gear List Patch 4.3
Feral Druid BiS (Best in Slot) for Dragon Soul


Madness of Deathwing Loot Table – LFR/10M/25M
Spine of Deathwing Loot Table – LFR/10M/25M
Warmaster Blackhorn Loot Table – LFR/10M/25M
Ultraxion Loot Table – LFR/10M/25M
Hagara the Stormbinder Loot Table – LFR/10M/25M
Yor’sahj the Unsleeping Loot Table – LFR/10M/25M
Warlord Zon’ozz Loot Table – LFR/10M/25M
Morchok Loot Table – LFR/10M/25M
Trinkets / Weapons obtained from Dragon Soul


Valor / Conquest Point Changes
Dragon Soul Mounts


Holy Paladin Guide for 4.3 Normal Modes

This is a Holy Paladin guide for Dragon Soul normal mode healing made based on our ptr experience. Enjoy.

Set bonuses: 2pc is not terribly good, but since the last tier’s 4pc benefits spells that will be seeing less use, there is no problem with switching. The new 4pc is a large boost for the fights where you will use HR, especially Ultraxion.

Changes from 4.2 to 4.3: You will need to judge less often and use HR more often. I switched their places in my keybindings (R and space). Still, try not to let Judgements of the Pure fall off, especially since it also effects your regen now and you are less likely to have the extended judgment rage.

Don’t cast HR twice in a row on the same player to make sure you don’t lose any ticks and obviously always cast it on someone who is in a big group. The one in the group can be you if you can’t trust anyone else to be there.


Introduction: Holy paladins do well on this boss. There is heavy damage on multiple players and you are allowed to stack up, so Holy Radiance (HR) and Light of Dawn (LoD) are effective. Divine Protection and the sprint attached to it also allow you to easily cover for soakers if they make a mistake. Both tanks take damage throughout the fight, but you might have to keep track of who is taking the melee hits and needs more healing.

Spec: You can choose your spec freely as you won’t need a magic dispel, aura mastery (might be slightly useful for soaking Orbs) or extended judgment range.

Glyphs: I would recommend 40 % magic Divine Protection, Holy Shock (HS) and LoD glyphs.

The fight and tips: Morchok’s stomp is the key mechanic that limits your position to a certain range from the boss. The range check seems to be slightly buggy, as I was standing within a 15 yard judgment range and didn’t get hit by the supposedly 20-30 yard stomp (you are supposed to get hit). Try to position yourself inside a big group for efficient healing while making sure you’re not the closest one to the boss.

If you are assigned to soaking Twilight Orbs, use your DP and sprint close to the Orb (beam attached to you turns blue). After the Orb explodes, heal the soakers up fast with LoD and HR or Divine Light (DL) so they don’t die from stomp.

The phase where Morchok starts channeling black goo if good for using Divine Plea as no one should be taking damage. Make sure you run far enough (don’t stand behind the closest rocks) and keep an eye out for the beginners that might need healing.

At 20 % health Morchok starts doing more damage, especially to tanks, so you might want to pop your cooldowns and keep an eye out for the tanks even if you are mainly healing the raid.


Introduction: Holy paladins are competitive but not especially good on this boss. The type of damage is somewhat random and at times your mana gets stolen, which is not good for paladins as we don’t have any HoTs or shields to use before losing our mana.

Spec: Dispel isn’t needed. Aura mastery might theoretically be useful, but all the phases last so long that you probably won’t even notice it.

Glyphs: Consider using the word of glory glyph if you see yourself using the spell often. Glyph of Divinity might be useful for when you lose your mana.

The fight and tips: I won’t go through ever possible combination of boss skills the boss gets from the bloods he sucks, but instead I’ll list some tips for each one. When the blood spawn, remember that you don’t have to run with the dps, you can stay and melee the boss for some mana instead if needed.

Yellow: Since this one makes the other skill more powerful, its effect varies a bit. However, it will always make the tanks take more damage so keep an eye on their health.

Blue: When boss starts draining your mana, you still have time to cast a couple of spells. Use Flash of Light if needed. After the mana draining debuff ends, you can use Divine Plea or Arcane Torrent or Mana Potion to gain mana. You can also use Hand of Sacrifice. When the blue orb is about to die, be sure to be close enough so you get your mana back.

Red: Heal the players taking damage with Divine Light.

Dark: The adds do little damage, so don’t worry about it.

Green: Stay out of the green cloud and spread out 4 yards from others. Heal as needed.

Shadowed: It’s uncertain which heals will add a stack on the target.


Introduction: Holy paladins do well on this boss as well. The boss mechanics force the raid to stay in tight groups which again makes HR and LoD powerful. Beacon won’t be as useful because it does not transfer HR.

Spec: Aura mastery and dispel are both useful for this boss. Of course if you can get someone else to do the dispelling, you won’t need the magic dispel.

Glyphs: I would recommend 40 % magic Divine Protection and Holy Shock (HS).

The fight and tips: The most demanding aspect of the battle is positioning. You have to make sure you are close enough to the orb to share the damage but you also need to move when the raids wants the orb to hit the boss. Take care not to stand in front of the boss. Being with the ranged group allows you to use LoD more easily but staying in melee is also possible if needed.

If you aren’t raid healing, try to heal players who get the Disrupting Shadows debuff before they get dispelled or before you dispel the debuff from them (the dispel causes about 60k damage). Coordinating raid healing, healing the debuffed players and dispelling with other healers is useful.

When the orb hits the boss, the boss will channel heavy aoe damage so pop your Avenging Wrath (AW) and/or Divine Favor (DF) especially if the raid is low. Use HR and don’t forget to use LoD when you get 3 holy power. At the beginning of this heavy aoe damage you should have a holy paladin use aura mastery with a resist aura if the damage is resistable.


Introduction: Paladins are good on this fight due to our strong cooldowns and good survivability.

Spec: Dispel not needed, aura mastery isn’t that useful. Extended judgment range might benefit your slightly.

Glyphs: I would recommend 40 % magic Divine Protection.

The fight and tips: When the boss casts Shattered Ice, check who the boss is targetting and heal them. Your tank should be able to survive Focused Assault, but it does cause a significant damage spike so use WoG and Flash of Light if needed to help the tank survive. Pay attention to the Ice Tomb timer because you only get a small blue arrow above yourself if you are going to be hit with it. Ice Tombs also block line of sight, so take care to have the tank in your line of sight.

When the boss is stunned use DP and melee him from mana if needed and leave the healing to priests and druids.

Healing wise the snow phase (Frozen Tempest) is easier, but you have to pay more attention to your surroundings. Run in the inner circle close to Hagara’s water shield, avoid ice falling from above and use Divine Protection to sprint if needed and Divine Shield if you are about to hit the Ice Wave behind you. The Ice Wave behind you is closer than it looks.

In the lightning phase (Lightning Storm) use HR and LoD to heal the raid as long as you are in a tight group. After that you should be standing in wherever you have range to others when the adds are being moved and using all your cooldowns to make sure that you can keep everyone you have in range alive.


Introduction: Paladins are by far the best healers for Ultraxion because of the heavy aoe damage. You’ll be using HR, LoD and HS almost exclusively.

Spec: Aura mastery is probably useful when the heavy damage comes. Dispel or judgment range not needed.

Glyphs: I would recommend 40 % magic Divine Protection and Holy Shock (HS). Ascetic Crusader might be useful.

The fight and tips: The damage ramps up over the fight. Use more LoD and less HR in the beginning to conserve your mana. You can generate holy power for LoD with HS and Crusader Strike (CS). Your rotation might be HR+HS+CS->LoD. Since paladins are the most powerful aoe healers, let the other healers worry about healing the tanks (don’t move beacon from tank to tank). As the fight goes on, you should first drop CS from your rotation and then possibly drop HS during the last minute, leaving you with 3xHR->LoD. Simple HR spamming is slightly more HPS but it’s not a smart heal so I recommend using LoD at 3 holy power. Make sure you enter the last minute of the fight with as much mana as possible by using divine plea a bit earlier.

You should follow the cast bar for Hour of Twilight. You still have time to cast a heal or two before you have to use Heroic Will. Don’t take unnecessary risks.

Red, Green and Blue buffs are all very useful to a paladin. Sprint to get the buff with Divine Protection, but make sure you don’t turn back before you get it. Druids and shamans take the full benefit from the green one (presumably the extra heal does not give the target Illuminated Healing from out mastery). Red and Green don’t change the way you heal but the blue does by reducing the mana cost of your heals. You still might not have enough mana to spam only HR, though.


Introduction: Paladins are decent on this fight. Divine Protection is very useful.

Spec: Aura mastery might be useful, magic dispel not needed.

Glyphs: 40 % magic Divine Protection. Consider using the word of glory glyph if you see yourself using the spell often.

The fight and tips: The humanoid adds charge and warn about it by leaving a small trail on the ground. Avoid if you can, but it’s not required. As usual, the sprint from DP is useful. Don’t try to get to every Twilight Barrage because you need to heal too.

After Twilight Onslaught use one HR and LoD before spreading out again. Usually you will be using DL and WoG on this fight.

At the start of phase 2 is the best time to use your cooldowns, including Divine Shield (once you get the flames on you). After Goriona stops breathing on you you should be able to heal without cooldowns. Note the increasing damage to the tank towards the end and stay out of melee range while avoiding. You’ll have plenty of time to heal the melee between roars so your first priority is the tank.


Introduction: Paladins are again good. It’s hard to compare performance between healers due to the healing absorbing debuff.

Spec: Aura mastery is useful, magic dispel is not needed.

Glyphs: WoG and Beacon glyphs might be useful if you cast them often.

The fight and tips: Start by standing on the side that you will make Deathwing roll to so you don’t have to worry about when to move to the side. Stand near a corruption tentacle or its hole. Just before the bigwigs roll timer hits 0, enter the hole with aura mastery and Divine Protection active and leave as soon as the timer disappears. Then stand in the middle, away from the plate your raid is trying to remove.

Depending on the number of Searing Plasma debuffs on the raid you should use HL, DL or HR and of course LoD. Especially after the very first barrel roll you might choose to use HR because nearly everyone probably has the debuff. If only a few people have it, you should use single target heals. Depending on how fast Searing Plasma is removed, you might want to put beacon on one target with a (new) debuff and heal another target. Don’t be overzealous when it comes to removing Searing Plasma and conserve some mana for the heavier damage that comes later from the adds.

Be fast when healing people who get Fiery Grip if they are low on health or have Searing Plasma. There is also a large responsibility with your damage dealers to interrupt it with damage as fast as possible. If you get 3 ticks they’re certainly too slow. When Hideous Amalgamation becomes Superheated and starts doing aoe damage, use a cooldown (AW or DF, possibly Aura Mastery if the damage is resistable) and cast aoe heals.

holy paladin addons 4 3

TellMeWhen WoW Addon 4.2 (4.3)

TellMeWhen is a system of icons and notifications for displaying vital information about various elements of combat.


Icons can track any of the following things:

  • Cooldowns
  • Buffs/Debuffs
  • Reactive abilities
  • Multi-state abilities
  • Temporary weapon enchants
  • Totems/Wild mushrooms/Ghouls
  • Rune cooldowns
  • Internal cooldowns
  • Others' cooldowns
  • Diminishing returns
  • Spell casts
  • ...And any combination of over 110 other things with easy-to-use conditions.


  • Icons can be set to show or hide based on the status of their basic element and their usability based on range, duration, stacks, and resources.
  • All icons can show the standard cooldown animation to display their status, and are compatible with OmniCC.
  • There are over 110 conditions that can be configured to make an icon show only under very specific or very general circumstances.
  • You can set a sound to play when important attributes of an icon change.
  • You can also set text to be announced/displayed when an icon's attributes change.
  • Icons can show at different transparency levels based upon the usability/existence of what they are checking.
  • Icons can show status bars on top of them, indicating the required resources and their remaining cooldown/duration in a different way.
  • Icons can be skinned with Masque (formerly ButtonFacade).


  • A druid could display an icon when a clearcasting buff procs (link)
  • A mage could display an icon when Arcane Blast has sufficient mana to be cast and is in range of the target (link), and have a Polymorph icon appear when the mob they've set to focus becomes unsheeped (link)
  • A death knight could have icons appear to show when Freezing Fog procs (link), when Rune Strike is usable (link), and when Horn of Winter drops and needs to be refreshed (link)
  • A rogue could monitor their own stack of Deadly Poison on a mob (link), and have icons appear when they need to reapply poisons to their weapons (link)
  • An elemental shaman could set an icon to show when they have more than 6 stacks of Lightning Shield (link)
  • A retribution paladin could show an icon for Templar's verdict when they have 3 holy power (link)
  • A hunter could show icon to help facilitate aspect swapping (link), and an icon for mend pet when their pet's health is below 50% (link)
  • A balance druid could show an icon when they are out of combat and one of their mushrooms is not placed (link)
  • A priest could set an icon to monitor all of their chakra states in one icon (link), or set an icon to watch the cooldown of Rapture (link)

While these examples may help you get started, the best way to use TellMeWhen is to use your imagination! The possibilities are virtually limitless, so download TellMeWhen now and see what it can do for you!

For more examples, visit the TellMeWhen examples forum.


To lock and unlock TellMeWhen, type "/tmw" or "/tellmewhen".

When you first log in with TellMeWhen installed, you will see one group of four icons in the center of your screen. To begin using TellMeWhen, right-click on one of these icons, and the icon editor will appear. You need to select an icon type from the dropdown menu and enable the icon, and then configure the icon to suit your needs based on the settings that are available. An explanation of what most settings do can be found in the tooltip displayed when you mouse over a setting.

You can also drag spells from your spellbook, your pet's spellbook, or items from your inventory to quickly set up a cooldown icon for that spell/item. Icons can be spatially manipulated by holding down the right mouse button and dragging them around. When they are dropped on another icon, a menu will appear asking you what you want to do with the icon - Options include Move, Copy, and Swap.

General settings can be accessed via '/tmw options', the Blizzard interface options, or the 'Group Settings' tab of the icon editor.


Conditions are a very powerful feature of TellMeWhen that allow you to set custom circumstances under which an icon should show that range from very general to very specific. To configure conditions for an icon, click the condition tab on the icon editor. Conditions can check an incredibly wide variety of things, and I highly recommend that you explore the condition type dropdown and its sub-menus in order to see what is available to you. Once you have selected a condition type, there are several settings you need to configure that vary between types, but most are fully explained in the in-game tooltips. You can add multiple conditions to an icon, and you can group different conditions together for use with the logical operators AND and OR by clicking the parenthesis between each condition.

Meta icons

Meta icons are one other feature of TellMeWhen that makes it so powerful and versatile. Meta icons allow you to specify a list of other icons to check within the meta icon, allowing you to have a large number of icons for different situations show in the same location on your screen. You could also set up an icon to display any debuffs that you should be keeping up, all on one place, and show any that are missing.


All TellMeWhen icons belong to a parent group. Each of these groups can have several settings customized for them, some affecting their appearance and size, while other affect their functionality. The options for a group can be accessed by typing "/tmw options", or by clicking the group settings tab on the icon editor. Groups can also have conditions set to govern when they are shown and hidden - accessed through the Group Conditions tab of the icon editor, they are configured exactly the same way as icon conditions. I'm not going to go into too much detail here, as most of the settings are self-explanatory.



  • Make sure that TellMeWhen is not in configuration mode. Type '/tmw' to toggle configuration mode on and off.
  • The most common problem people encounter is caused by not entering the name correctly during configuration. Make sure you enter names EXACTLY as they are named when you mouse over them. For buffs this is often different from the ability/totem/trinket/enchant/talent which casts the buff, so be sure to check. Known buffs and debuffs are shown as a dark purple or a warrior brown color in the suggestion list.
  • If the name of the ability does not work properly, use the SpellID. SpellIDs can be found by looking at the suggestion list that pops up as you begin typing in the name, or by finding the ability on a site such as Wowhead. The spellID is in the url, for example:
  • Check the settings of the icon's group.
  • Check the icon's settings in the other tabs of the icon editor.
  • Try some of these video guides, created by users of TellMeWhen:
Tellmewhen, tellmewhen 4 3, diminishing returns addon 4 3, tell me when 2 4 3, tellmewhen addon cata, TellMeWhen Instructions
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