As much of you already know through experience, Protection Paladin's have been in much worse positions than we are in now. Plagued by doubt and the looming hesitation of the WoW Community during The Burning Crusade. Laughed at and berated during Vanilla. Now however, we are being taken seriously. We are recognized as viable MT's and for once, can compare ourselves to other tanks without having to make excuses or overplay our benefits. I, as with a significant portion of Protection Paladins, are our guild's MT's even, leading the charge through progression content. In fact, during the first month or so of WotLK, we were deemed such great tanks that there was no other viable choice for an MT, according to some.
With such great progression over the last few years, we as a tanking community have finally carried our vision of the ideal Protection Paladin with a combined voice to the Blizzard Developers and have somewhat shaped our Spec into what it is today. Now, some people reading this might be wondering what this has to do with the topic of the thread, with all these great things to say about Protection Paladins, what is there to complain or worry about?
As The Red Giant Dies, A White Dwarf Is Born: The Future Of Protection Paladins
It is time to get to the meat of this post. With Sartharion +3 Drakes came the painful realization that Paladins could be not only a lesser tank for a job, but there was a strong possibility that having a Protection Paladin attempt to tank Sartharion during the encounter would take such an astounding amount of extra effort and babysitting compared to using a different class, but might also prove impossible without an ideal group setup.
The reason this is such a big deal is not because of the Sartharion +3 Drakes fight itself, but the numbing realization of a blatant weak point in the mechanics of a Protection Paladin. This weakness is of course, Frequent spurts of intense burst damage, specifically magic damage. The most unnerving problem with having such a large weakness is that one of the main tactics of making a fight harder is for the boss to do more damage, obviously. This puts Paladins at a serious disadvantage for being considered as a progression MT for serious raid content.
There are two factors that I can think of, if you have any others, or any opinions to share I encourage you to comment in this thread. The first factor that contributes to this deafening weakness, is the lack of pro-active on-demand cooldowns. The only pro-active on demand cooldown we have is our version of shield wall, Divine Protection. Every other tanking class has at least 2 of these abilities, and with patch 3.1, all of these classes will have at least 1 of those 2 abilities on a shorter cooldown than ours. This leaves us highly susceptible to burst damage. Our only other cooldown is Lay on Hands which, as much as I don't like to admit, sucks horribly. The only thing LoH is good for is to give a healer that is running on empty an extra few thousand mana. It is on the GCD, making it almost impossible to use when you really need too, not to mention the only raids it has saved from wiping are raids where the healers aren't doing their jobs.
The other factor I would like to mention is our health pool relative to the amount of cooldowns available. While it is comparable to a Warriors health pool, we cannot even get close to the health of a well geared Druid or Death Knight without being a JC, and even then it is still minute compared to them. This is not as significant of a factor as the first but it is still a legitimate concern to anyone hoping to be a progression MT for Ulduar.
Even A Hero Needs A Renewed Hope: Suggestions
To combat the first factor, I have come up with a series of suggestions or ideas that I believe would solve our innate weakness to high burst damage.
1. A Knight's Wish - 3/3 Your Lay on Hands no longer heals your target, instead it puts a protective barrier on your target, absorbing damage equal to 50/100/150% of your current Health. Also reduces the cooldown of your Lay on Hands by 3/6/9 minutes. This talent would be located deep in the protection tree.
2. Improved Ardent Defender 3/3 When a damaging spell or physical attack would normally trigger Ardent Defender, its damage is reduced by 5/10/15%. This would be another talent deep in the Protection tree, Ardent Defender being its prerequisite.
3. Last Resort - Increases the Paladins health by 30% for 15 seconds. This would be our 11 point talent and our version of Last Stand. Of course, as it's name suggests, it would also be a last resort and personally I would not want to see another last stand-esque implemented for us.
For Every Death Begins Life Anew: The End?
It is late and after reading about Ulduar and the first boss, Hodir, it really got me in the mood of expressing my opinion. I do not expect everyone to agree with me or share my opinions. I would, however, enjoy feedback on this issue and for other people to contribute their thoughts. Thanks for reading this far and I look forward to the release of 3.1 and what it has in store!
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