Warriors have recieved some nice QoL updates to their talent trees, I think it’s time Paladins get something similar. The problem talents for Protection trees are listed below together with a Solution.
Redoubt
Current: A tanking spec that relies on a gacha proc which reduces in uptime as your parry and dodge goes up, is a terrible mechanic for a tank that relies on crushing immunity. It actively forces paladins to overbuild defense, just like they had to in TBC in order to ensure they were crushing blow immune. It’s awkward, it actively works against our whole kit.
Suggestion: Rework it into a 5% block chance. I know, less gacha and exciting but this actively works for our class, not against it.
Swift Judgement
Current: I have nothing else to say but; no. Would this be a fun talent if we had a taunt? YES. Do we have an actual taunt? No. We have a taunt that gatekeeps us from doing our core rotation which is already… lackluster to begin with to put it nicely.
Suggestion: Give us an actual taunt so it doesn’t feel like we have a taunt on a 1min cooldown. This also serves the function that we can actually judge a boss/mob with anything but Seal of Fury to apply a judgement effect like Seal of the Crusader, Seal of Light, Seal of Wisdom and ensure that should a DPS be a little bit to trigger happy, we can actually taunt the boss and get the aggro back.
Improved Righteous Fury
Current: 6% Damage Reduction is very lackluster, it’s not per say bad, but.. In the grand scheme of things, it’s not very fun either.
Suggestion: Consider making it give Holy Strike, Seal of Fury and its Judgement a flat threat component that scales with SP. Yes, that means in and of itself Righteous Fury might need a nerf, I’ll take that any day for some more spicy talents that feels better and gives us some meaningful progression, you can also be boring and add a 15% increased threat but that’s similar to warrior and I’d prefer to avoid that. Yes, that means to tank you need to dedicate yourself to Protection, that’s not a bad thing.
Sacred Duty
Current: 4% Stamina and 1min cooldown. It is extremely underwhelming. Why would I ever want that? I have 3 Defensive I can rotate already. Blessing of Protection, Bubble and Bulwark in 5 minutes I can be completely immune to physical damage for 4s, completely immune to all damage for 4s and be completely immune to all damage for 100% of my HP or 8s, that’s a lot of cooldown to have up roughly every 1.66min (no don’t nerf that.) and while I don’t know what our stamina will look like, Vanilla warriors had around 250-300 in Tier one. Assuming it’s something similar.. 10-24 stamina over the first few tiers is not worth it.
Suggestion: Just remove it entirely, it needs to be significantly reworked to be worthwhile. It is currently better to go for Sacred Arbiter or Improved Seals and I’m not seeing that change unless this talent is severely improved.
One Handed Weapon Specialization
Current: It is an awkward talent. It increases various spells like judgement, seals next to melee attacks like holy strike and auto attack, but it does not touch consecration. The text leads you to believe it’s for melee attacks exclusively, but in reality it’s for the majority of your kit.
Suggestion: Make all our damaging abilities benefit and change the wording to all damage made while wearing a one hand weapon (exclude retribution aura though, that’s a why are you hitting yourself effect).
Holy Shield
Current: 4 Charges, 30% block for 10s on a 10s cooldown.
Suggestion: As we removed redoubt, rebase 5% block onto Holy Shield, this keeps it inline with roughly the amount of block uptime and therefore block over time at 440 defense. Preferably reduce cooldown to 8s or give it 5 charges. I know that technically it does not run out on a boss that hits every 2s, but you never know what you guys might cook up and we still need to maintain crushing immunity.
Judgement:
Suggestion: Add a 10y increase to Judgement on either Templar’s Bulwark, One Hand Specialization, Reckoning or Iron Creed. We’re the only tank that does not get to pull from range. You say, but it has 10y! Yes and by the time I’m in range of a mob or a boss in a dungeon, I’ve body pulled. It feels awkward, it means that as the only tank, we have an awkward time LoS’ing, not difficult and it’s certainly not ta weakness, it’s just does not feel like you play a dedicated tank spec. Druid got Fairy Fire, Warriors got ranged weapons.. We need a longer range judgement.
I will not speak to Retribution and Holy as I don’t enjoy those specs, so other’s will need to weigh in on those.
Gearing Situation
Could we hand out some incentives for us to do dungeons for loot? Currently there’s no mail gear that gives +heal or +sp, so my holy paladin bros are once again forced to run around in cloth and leather and Protection Paladins have to make do with strength which does not benefit our threat at all, I suspect that situation continues in plate gear.. If Holy and Protection Paladins want gear that actually fits their spec, they are forced to grind for very expensive recipes through Merchant’s Favor whereas everyone else gets to go into a dungeon and come out for the better.
Pretty please fix that. We shouldn’t have to throw hundreds of gold towards gear while leveling, just to get some sense of progression and yes, between buying crates, the materials for the crates and the materials to craft the gear I’ve burned through 50g for lvl 20-30 gear ![]()