Remember that Holy Shield is only your highest priority in a situation in which you're capable of getting crushed, but don't underestimate the threat it produces either.
Consecration is however probably your better choice as highest priority ability in any AoE situation. Couple of adds that spawn close together?
Use Avenger's Shield! At the start of a pull, use Consecration before the mob reaches you, and don't use Holy Shield until the mob reaches you. Then keep refreshing Consecration as it becomes available until it would start interfering with your use of Holy Shield. This can get you in a few extra ticks of consecration you would not be able to get otherwise. Similar to the above, if the mob is casting a spell and you can cast both Holy Shield and Consecration before it finishes, use Consecration first, and then use Holy Shield.
This will temporarily remove the ticks you'd normally lose because of not wanting to extend the time between Holy Shield dropping and refreshing it. Mobs which attack slow or cast spells are also perfect targets for trying to weave in a quick Avenger's Shield or Hammer of Wrath! Remember that doing so is risky however, while casting you are incapable of blocking, dodging or parrying.
Only do so if you're absolutely certain it's safe and you could use the extra threat. Seal of Vengeance can be used to have some constantly ticking threat on a mob that's likely to run out of your range at some point due to an aggro clear, while Judgement of Blood has an advantage in that it will always hit.
The qualities of both these seals can be extremely useful in the right situation. As long as no one else does anything with the mobs involved in any way, you can use Divine Shield to get a free 12 second headstart on mobs.
This can be very handy on pulling AoE packs, since there'll be a lot of mobs in them that you otherwise don't start off with initial threat on.
It also gives your AoE a clearly identifiable clue that they can now start their thing. With thanks to Lookit and Bhrimstone for pointing this out. The following section is not intended to be a detailed guide for all bosses in-game. The basic tactic here is to wait for the earthquake, throw three or four Holy Lights, and then switch to normally tanking the Murlocs which will most likely have reached you by this point. Make sure to communicate to the healers present that as attractive as it is, fully healing up the raid from earthquake is something that's best waited with until after the Murlocs have reached you.
Apart from the weapon swapping it shouldn't be needed to make any other concessions to your gear. If you're having issues getting initial Murloc aggro, it's an idea to give the healers Blessing of Salvation if they don't have it.
If there's still problems, having a warlock who makes a point of being on low health for you to heal up after Earthquakes is also extremely nice, Fel Armor and Blessing of Light combined on a warlock makes for far better and more reliable heals than throwing a few heals on random people in the raid. At higher gear levels the more significant challenge here is not running out of mana.
There's a few tricks you can use for this, like having some murlocs in your back so they're practically guaranteed to hit you.
Don't be afraid to use mana potions as needed. Alternatively switch to heavier spell damage gear which isn't technically tanking gear, or switch into a few pieces of healing gear.
What you do here depends on how the "spotlights" where the adds come from spawn. Your best course of action is to put consecration on a spot where the adds from two "spotlights" are likely to pass through, while using Avenger's Shield on the adds from the third "spotlight" And being ready to throw a quick Judgement of Righteousness on the fourth add from that area. Unlike what you're used to from Morogrim, each of the adds here will spawn with a bit of threat on random people in your raid; estimated at around threat.
Because of that it's important that as many people as possible gather up on your position because it's likely the initial consecration ticks will not be enough to have the mobs switch their targets to you.
Having a set of raid frames here that can tell you if someone has aggro can be quite helpful as well for a quick Righteous Defense. Also keep an eye out for any adds that run elsewhere than where you are, or which are running out of the AoE area.
It's likely a few of the adds will have generated some initial aggro on some of your AoEers as well; as with Morogrim, your primary focus here isn't to take all the damage the adds do, but to ensure that the adds do not all focus on one person not capable of taking the damage. There's a number of methods to use here, I prefer mostly aggroing the mobs through Holy Wrath as they run just through an encampments gate, which will usually lead to any mobs that aren't aggroed heavily on an NPC or another tank running to you.
Frequently this'll lead to aggroing about 4 mobs on 12 mob waves, 6 mobs on 14 mob waves, and 8 mobs on the one 16 mob wave, all of which is survivable if geared well enough This is speaking from a point of view with generally 5 tanks present, you'll end up tanking more with less tanks there, the highest I've seen from 12 mob waves is 8 mobs when we only had 3 tanks there. Once you have your initial aggro, remember that Consecration is your primary move to use here; your guild should heavily consider AoEing every single trash wave in Hyjal if they have you tanking.
Make sure to position carefully after having used Holy Wrath, you want to be as sure as possible that all mobs are in front of you, to reduce incoming damage as much as possible. Make clear to your other tanks that you should be very capable of keeping all Ghouls, Crypt Fiends and Fel Hunters occupied; but that Abominations in particular can cause some nasty damage spikes on you, due to their 2 second stun ability as you can't dodge, parry or block while stunned.
The Horde camp has a few waves which include only a few mobs arriving by land; generally you can tank the entire group of mobs arriving by land by yourself in these waves. The one exception is wave 4 of the Kaz'rogal waves, which has 6 Crypt Fiends and 2 Shadowy Necromancers arriving by land. The 2 Necromancers make this trash wave nasty to solo tank, though not impossible when geared well enough.
In the case of waves which have only Abominations, Shadowy Necromancers and Banshees, be careful with usage of Holy Wrath. You're probably better off using Avenger's Shield, or even just Exorcism and Judgement to pull mobs onto you here, as each of these mobs hit quite hard individually compared to the mobs you'd normally be tanking. If you have an activatable trinket equipped you'll find that the time between waves is generally too short to use it on every wave.
If you have a second activatable trinket to swap in however, you can do so after a wave is dead and it should be ready by the time a new wave arrives. This is handy to maximize your survivability as especially at the start of a wave you're likely to have the most mobs on you.
Attumen the Huntsman - Tank either Midnight or Attumen; a sufficiently geared Prot Paladin can also easily tank both at the same time. Moroes - Tank anything; tanking Moroes himself is preferrable as Prot Paladins aren't too strong on building off-tank threat Especially at the expected gear level for Moroes, this gets less bad with more spell damage.
However the nature of this fight is such that there is more than a significant enough of build time on Moroes before DPS starts on him.
Maiden of Virtue - Tank Maiden. The silence is annoying, but can be worked around by spamming your buttons. Romulo and Julianne - Preferably tank Romulo; though tanking Julianne is viable as well. Curator - Tank Curator; can also try keeping adds that spawn occupied. Terestrian Illhoof - Tank any of the mobs involved. Can also potentially keep imps occupied, though will take more damage doing so than an AoE class due to the lower damage dealt.
Also quite viable to tank both Illhoof and Kil'rek at the same time. Shade of Aran - Healing; or keeping non-CCed elementals busy during that phase of the encounter. Nightbane - Tank adds during flying phases; if you have fear ward or a shaman good at timing Tremor Totem drops tanking Nightbane himself is viable as well.
Post 2. Tanking Kiggler is possible as well due to ranged taunt and getting disarmed not mattering that much as long as you have capped unarmed skill. Protection Paladins are extremely powerful tanks but require you to be ready and know how to handle the various situations you will find yourself in as a tank in order to be able to maximize your threat and survivability. There is fairly little improvising as a Prot Paladin because of their main resource Mana being quite limited at times so it is crucial you have a plan going into each and every fight.
This guide assumes you are using the talent build that can be found at talents page and are playing a max level character. If you are looking for leveling based help please refer to leveling page for a leveling-specific rotation. It is important to note that finding the right mix of survivability and threat can be difficult and different people prefer different gear set ups but below will be a general outline of how to maintain threat on groups of mobs.
Paladins are also very capable boss tanks thanks largely to spiritual attunement, there are many bosses where because of the healing you will be receiving will your Mana pool will be nearly unlimited. Again it is important to note that the balance you establish between threat and survivability gearing wise is largely subjective and there is rarely an exact 'correct' choice, your gearing set up for tanking bosses may be drastically different than what you use when AoE tanking.
Your Blessings are incredibly powerful buffs that should be kept up at all times. Blue gems are only worth it to activate your meta gem. After your meta gem requirement has been met fill blue sockets with red gems.
If you pick up enchanting you can benefit from Enchant Ring — Spellpower on both rings. Spell power is crucial for Prot Paladin threat generation. First Keep Righteous Fury up and use the appropriate Auras. You would use Retribution Aura against physical encounters and Resistance auras against magic damage encounters.
Apply Seal of Vengeance or Seal of Righteousness based on your faction. Righteous Fury increases the threat generated from the damage dealt by Retribution Aura. These elemental resistance auras increase your resistance against the specified type of elemental damage. These auras are primarily useful for fights in which mitigating damage from specific elements is more important than physical damage mitigation. Also useful for surviving fire breaths from Nazan in Heroic Hellfire Ramparts.
However, this ability is easily replaceable by the Priest spell Prayer of Shadow Protection. Concentration Aura has few if any uses for Paladin tanks, as this is an aura primarily intended to reduce spell pushback on healers and casters.
The talent Improved Concentration Aura provides a small resistance to Silence effects, however, this still isn't particularly useful for Paladin tanks for any particular fights. Crusader Aura significantly increases the mobility of your land and flying amounts, reducing the time it takes to move around Azeroth or Outland.
This can also be useful in PvP battlegrounds when trying to reach objectives before your enemies. This movement buff does not stack with any other movement bonus buffs. Sanctity Aura Talent in Retribution. The majority of Paladin tank talent builds will not include this talent as it requires specializing deep into the Retribution tree, so a Retribution Paladin will typically have to be in your group to provide this aura.
Greater Blessing of Kings is a powerful buff for all classes and roles due to the stat multiplier effect. This buff is primarily recommended for tanks are the additional stamina and agility can significantly improve survivability.
Greater Blessing of Salvation reduces the threat generation by your allies, which makes a huge difference in allowing tanks being able to keep up on maintaining aggro. This buff is primarily recommended for damage dealers DPS , and even healers in some cases, as healers can generate massive amounts of threat, especially in heroic dungeons.
Greater Blessing of Wisdom provides additional passive mana regen, which is primarily useful for healers. Can be useful for Paladin tanks as well if very mana starved between pulls and want to reduce downtime from drinking. Greater Blessing of Might significantly increases the damage output of classes dependent on physical damage for damage or threat.
This ability isn't particularly useful to have buff on a Protection Paladin as they're primarily reliant on spellpower for threat. The thing that makes this ability extremely useful for Protection Paladins however is that it's the most viable spell for generating threat through Blessing Spam whenever free GCDs are available in their rotation. The high base threat combined with the relatively low mana cost compared to other Greater Blessings makes this win out on mana efficiency, as Blessing Spam is very mana intensive.
Greater Blessing of Sanctuary provides a small reduction in all damage taken, as well as dealing additional damage when blocking. This ability is ideal for AoE farming or boosting through dungeons as the damage reduction means it will improve a tank's mitigation which can really add up when fighting dozens of mobs simultaneously. It is worth noting that although this mitigates up to 80 damage, this should be a low priority buff for your raid, except for Paladin tanks for additional threat generation.
Although this blessing is great to have on tanks, Paladin tanks should buff themselves with a more useful blessing and let the healers apply this buff on them.
Blessing of Protection is one of the most useful utility buffs in the game, especially when cast on allies. If a mob is somehow aggros on an ally instead of you, you can cast Blessing of Protection on your ally so that the mob will temporarily ignore them due to the immunity effect, buying you time to build up enough threat to regain aggro on them either through dealing damage or taunting.
The talent Guardian's Favor can reduce the cooldown of Blessing of Protection from 5 minutes down to 3 minutes. Blessing of Sacrifice can only be cast on allies, not yourself. This unique blessing can be very useful for mitigating damage when taking damage from lots of damage sources, such as when AoE tanking.
The ideal use case for this blessing is that an ally will buff you, the Paladin tank, with the blessing. Following this, your incoming damage will be slightly mitigated, with all of that mitigated damage being transferred to the ally who buffed you. Blessing of Freedom is a very useful stun for regaining mobility when slowed by or webbed by enemies.
Note that this does not protect against being Dazed, nor does it protect against stuns or other forms of CC. Also very useful for PvP. The talent Guardian's Favor can increase the duration of Blessing of Freedom from 10 seconds to 14 seconds.
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