Weapons Expertise is now Combat Expertise. It now gives us five expertise (new stat reducing our chance to be dodged or parries) and increases our stamina by 2/4/6/8/10%. It stacks with Sacred Duty.
And really 5 weapon skill isn't going to change things much as far as farming goes anyway. With little to no +hit on anything pally tank that 5 points wasn't making a ton of difference anyway.
This buff for Prot is fantastic. It hampers our farming ability, but gaining a good 1000+ HP is more than worth it.
Suppose it partially offsets Retadin changes once again missing the mark and Holy paladins getting another dose of nerfstick. They could at least have nerfed something else; I liked having three usable spells, what with effectively being able to apply downranked Holy Light as a medium heal between Flash and max HL. Now, back to the old ways...
I did not realize the potential for the new Pursuit of Justice. A 3% reduced chance to be hit by spells easily makes up for spell damage reduction gap between paladins and warriors. I'll likely drop Precision for that.
Paladin still remain the only class without some solution for reducing threat.
Soulstone?
and battlerez
isn't there a shammy totem reducing threat?
it doesn't stack with salv
and salv is nowhere near enough threat reduction when half of your damage does 1.5 threat per damage
Little Jim on
0
Kai_SanCommonly known as Klineshrike!Registered Userregular
edited October 2007
So I feel extremely overpowered as a shockadin. All the awesome healing plus 750 spelldamage. And its all in PLATE because I don't need to wear shaman gear.
On the downside, the BOL nerf is assface. I was entertained by the possibilities as a paladin to choose lower, slower heals for efficiency and such, and being able to adapt. Now its like you have to spam FOL and nothing more. HL is a mana dump for emergencies and PVP. Thats nice, but boring.
I want to go prot now. Oh and yes, Persuit is incredible. As is the new vindication or whatever its called. The fact that includes 15% stam is a VERY nice buff for PVP for shockadins and ret.
Kai_San on
0
ThomamelasOnly one man can kill this many Russians. Bring his guitar to me! Registered Userregular
Paladin still remain the only class without some solution for reducing threat.
Soulstone?
and battlerez
isn't there a shammy totem reducing threat?
it doesn't stack with salv
and salv is nowhere near enough threat reduction when half of your damage does 1.5 threat per damage
Um....no...no...no...no. tranquil air does stack with BoS, but note that all threat reducing abilities are multiplicative rather then additive. So BoS + tranquil air gives 36% threat reduction rather then 40%. And having tranquil air prevents the group from having either Windfury or Wraith of Air. And unless the tooltip says otherwise, every point of damage equals one threat.
Thomamelas on
0
kaleeditySometimes science is more art than scienceRegistered Userregular
With weapon expertise being changed to combat expertise and increasing total stam by 10% I can't pass that up. That leaves me with only 3 points left to spend and some tough choices to make. I don't have enough points to pick up everything else I'd like to have(Precision, Guardian's Favor, Blessing of Kings, Spell Warding, Improved Judgment, Improved Seal of the Crusader, and Pursuit of Justice). I dismissed Vindication as not being worth it, even with the upcoming changes.
I'm considering putting points into either Imp SotC(+3% crit chance for all attacks made against the target...I assume that means everyone in the raid) or Pursuit of Justice(+3% chance to avoid spells). I'm leaning towards Imp SotC at this point but I wanted to hear other people's opinions. Which do you think is better? Or is there something else that I should spend the points on and why?
Also, is Ardent Defender really worth it? My observation of tanking has been either the tank is getting heals and he's fine....or he's dead. There doesn't seem to be a lot of in-between there. Getting rid of this talent would free up another 5 points for me to use. Keep it? or no?
So I feel extremely overpowered as a shockadin. All the awesome healing plus 750 spelldamage. And its all in PLATE because I don't need to wear shaman gear.
On the downside, the BOL nerf is assface. I was entertained by the possibilities as a paladin to choose lower, slower heals for efficiency and such, and being able to adapt. Now its like you have to spam FOL and nothing more. HL is a mana dump for emergencies and PVP. Thats nice, but boring.
I want to go prot now. Oh and yes, Persuit is incredible. As is the new vindication or whatever its called. The fact that includes 15% stam is a VERY nice buff for PVP for shockadins and ret.
There's a libram that increases Righteousness damage too.
Also, is Ardent Defender really worth it? My observation of tanking has been either the tank is getting heals and he's fine....or he's dead. There doesn't seem to be a lot of in-between there. Getting rid of this talent would free up another 5 points for me to use. Keep it? or no?
With our HP buffed, Argent Defense has become that much more fuck-awesome. My Ardent Defender range is now a bit over 5,100. Once I get some moar epiks, it'll be even higher.
This buff for Prot is fantastic. It hampers our farming ability, but gaining a good 1000+ HP is more than worth it.
I looked long and hard, what hampers our farming there?
You have to drop reckoning for it.
Feh, more like drop anticipation!
That's a free 20 defense, which is free block/dodge/parry/miss, which means you don't have to waste gems/enchants on avoidance for uncrushable and can go for stam instead.
Granted, I know a lot of bosses past Hyjal or so don't even use the crush mechanic (which is very sloppy...one or the other, please), but for a good while Anticipation is well worth it.
This buff for Prot is fantastic. It hampers our farming ability, but gaining a good 1000+ HP is more than worth it.
I looked long and hard, what hampers our farming there?
You have to drop reckoning for it.
Feh, more like drop anticipation!
That's a free 20 defense, which is free block/dodge/parry/miss, which means you don't have to waste gems/enchants on avoidance for uncrushable and can go for stam instead.
Granted, I know a lot of bosses past Hyjal or so don't even use the crush mechanic (which is very sloppy...one or the other, please), but for a good while Anticipation is well worth it.
I shouldn't talk, I am waaayyyy over the avoidance cap right now and would only need 1 point in anticipation to stay uncrittable so I am in general in a better position to dump it over reckoning.
What avoidance cap? I am at like, 501 defense with Anticipation, meaning I can remove +def/stam gems for straight +stam gems. Of course, I can't because I still need a few upgrades to be safely crush immune, but you see the benefit of the talent.
Poorly phrased way of saying uncrushable. I'm sitting at 110.something avoidance (or was, lost some shield block somewhere for something so it might be more around 107) Since anything over 102.4 is basically worthless, I can stand to dump anticipation and all 3.2% total avoidance it gives.
Tanking mid-60's instances as Prot is so stupid-easy.
Now if I could just find better stam on gear that also has intellect and +dmg...
Don't stress over spell damage. Good tanking plate for paladins is virtually nonexistant before... well its still virtually nonexistant until bt with the odd piece here or there and it's more important to shore up your sta and avoidance/def. Truthfully, by the time you need more threat than what will be provided you with a crystalforged sword with major spellpower, youll have access to your tier sets to get some extra spelldamage in.
Edit: I'm not saying don't work on it, so much as I am saying that I can currently only remember 2 pieces of plate with good tank stats and spelldamage pre-raids, and both come out of heroic arcatraz.
Edit: I'm not saying don't work on it, so much as I am saying that I can currently only remember 2 pieces of plate with good tank stats and spelldamage pre-raids, and both come out of heroic arcatraz.
Well, if "good" doesn't have to imply "epic", all five pieces of the Righteous armor set are decent enough for starting out with. There are a bunch of quest reward greens along those lines as well, pre-70. But anyway, the epic items with tank stats and spelldamage (not counting Justicar, Crystalforge, and Lightbringer sets) are:
Note how almost all of these are bracers, belt, boots. They're apparently meant to work with our D3/T4/T5/T6 sets. Personally, I'd start saving up badges now and running heroics repeatedly to have enough badges for at least the Chestguard of the Stoic Guardian, which is by far the best tankadin armor item you can get even before you zone into Karazhan for the first time.
Tanking mid-60's instances as Prot is so stupid-easy.
Now if I could just find better stam on gear that also has intellect and +dmg...
Okay, so my Prot Paladin is 61 now, and I feel like I have no idea what the hell I am doing. I understand the whole tanking concept in itself, but there are a lot of things I really have no idea about. So maybe my questions will be answered better with a straight up paladin guide link for retards or something, but here they are:
Most of these questions stem from never playing a casting class.
+spell damage: What the hell is it, why would I want it as a tanking paladin? What spells are affected by it that relate to my spec?
Tanking gear: What stats should I be looking for in what order of importance? Stam first? Spell Damage first? Intellect? I honestly have no fucking clue when looking at a piece of armor what to look for. Is there a difference between the gear I should be tanking with and the gear I should be exp grinding with?
+spell crit: same as the first question, what is it and why do I care about it other than crit heals which I won't really be using as a paladin tank?
Finally in HFP I took this trinket over this one at the suggestion from a guildie. Was this a huge mistake? Oh and the Paladin link under my Sig goes to my armory.
Spell crit is pretty irrelevant to a tanking Paladin. However...
Spell Damage is your agro. Improved Righteous Fury means 1 point of Holy damage is good for 1.9 points of agro. The more spell damage, the more agro you generate with:
- Consecration (95.4% coefficient)
- Seal/Judgment of Righteousness (9.2/71.43%)
- - Or if you're a cow-boar-demon-thing, Seal of Vengeance gets 17% per tick
- Holy Shield (to a minor extent - 5% per block)
- Avenger's Shield (13.57% per target)
- Hammer of Wrath (comedy option)
Now... You got boned pretty bad taking the spell crit trinket that gets you nothing, over the +defense trinket, but it's nothing you can't recover from.
You want +defense, but only to the extent required to become uncritable (490 defense skill at level 70), followed by as many HP as you can get your grubby mits on, followed by becoming uncrushable (102% dodge+block+parry+miss) for Kara+ bosses if raid tanking is your goal (you do NOT need to be uncrushable for anything short of raid bosses - Even heroic bosses, I believe, are level 72 and thus incapable of inflicting crushing blows).
With all of the above, though, you want a smattering of spelldamage. The easiest way to do this is to take caster swords like Greatsword of Horrid Dreams from Murmur. We don't generate agro from melee DPS nearly as much as from Consecration, Seal/Judge of Righteousness, and Holy Shield, so don't worry about weapon DPS. Enchant this with some variety of +spelldamage, and you're doing wonderfully well. There are similar lower-end items you'll get while levelling that do the same thing.
What Arkady is saying is correct if you're planning on prepping for raid tanking.
However if you're not raiding and just tanking 5 man and heroics, spell damage will suit you as a pally tank more than having insane avoidance stats.
This is because one; mobs have so few HP that fights won't last long enough to even worry about taking too much damage. two; there isn't a single mob in any 5 man or heroic that can crush so that hit type isn't even on the hit table. three; having more dps from +damage is going to help you build aggro faster on shorter fights AND cause the mobs to go down faster making an overall quicker run for everyone. four; you'll take more damage. WTF? yes, you want to take a bit more damage. I started gearing my pally for raids and then decided to not raid at all with him and I take so little damage from most every instance that I don't need much healing. Good you say, right? Well, not as a pally. You need heals for mana regen, and if you're taking no damage you're not getting heals, and that means even if you kill the mobs pretty fast you'll have to sit and drink a lot which is just annoying for everyone.
The gear listed on that page is really well thought out and more or less right for it's uses. Remember that raids like kara and gruul really aren't that hard so don't stress out TOO much getting uncrushable pre-kara because within a few runs you should have it very very easily. Just get as close as you can. You don't want to be pissed off that you spent weeks and weeks running instances for specific gear that you replace entirely in a matter of a few kara runs.
Tanking mid-60's instances as Prot is so stupid-easy.
Now if I could just find better stam on gear that also has intellect and +dmg...
Okay, so my Prot Paladin is 61 now, and I feel like I have no idea what the hell I am doing. I understand the whole tanking concept in itself, but there are a lot of things I really have no idea about. So maybe my questions will be answered better with a straight up paladin guide link for retards or something, but here they are:
Most of these questions stem from never playing a casting class.
+spell damage: What the hell is it, why would I want it as a tanking paladin? What spells are affected by it that relate to my spec?
Tanking gear: What stats should I be looking for in what order of importance? Stam first? Spell Damage first? Intellect? I honestly have no fucking clue when looking at a piece of armor what to look for. Is there a difference between the gear I should be tanking with and the gear I should be exp grinding with?
+spell crit: same as the first question, what is it and why do I care about it other than crit heals which I won't really be using as a paladin tank?
Finally in HFP I took this trinket over this one at the suggestion from a guildie. Was this a huge mistake? Oh and the Paladin link under my Sig goes to my armory.
In order:
+spell damage adds points of damage to your spells. Differant spells get differant benfits from it but all except SoL/JoL and SoW/JoW benfit from it. It's not a primary stat to look for but it's also not one to bitch is on your gear.
Gear: It depends on what you want to do. Tank five mans? 480 defense and go for stamina. Kara? Uncrushablity, 102.4 mitigation and stamina.
+spell crit: Makes JoR better. Not worth it for Protadins. And your guildie is an idiot. It's not a "OMG Call a GM" error but you chose wrong.
Also I don't get why everyone keeps saying that def is useless after 490. It's not.
It's explained pretty well in that link I posted but here:
Until you reach 102.4%, Block Rating is the cheapest avoidance stat, followed by Defense, Dodge and Parry in that order.
Once you hit 102.4%, 1 Defense Rating gives you 0.05 pure avoidance, whereas 1 Dodge will give you 0.053. Parry is even worse, yielding 0.04 pure avoidance. For comparison 1 Agi = 0.04 avoidance.
At this point, extra Block is useless, so you should focus on Dodge, then Defense. Agility is worse than Defense, and about on par with Parry. The swing increase after a parry is almost negligible, as is the extra Armor from Agi.
And def is far more plentiful on pally gear than dodge. Sure fill your gems slots with dodge and sta, but don't just ignore def after 490, particularly if you're filling the gap with parry or block.
Also I don't get why everyone keeps saying that def is useless after 490. It's not.
It's explained pretty well in that link I posted but here:
Until you reach 102.4%, Block Rating is the cheapest avoidance stat, followed by Defense, Dodge and Parry in that order.
Once you hit 102.4%, 1 Defense Rating gives you 0.05 pure avoidance, whereas 1 Dodge will give you 0.053. Parry is even worse, yielding 0.04 pure avoidance. For comparison 1 Agi = 0.04 avoidance.
At this point, extra Block is useless, so you should focus on Dodge, then Defense. Agility is worse than Defense, and about on par with Parry. The swing increase after a parry is almost negligible, as is the extra Armor from Agi.
And def is far more plentiful on pally gear than dodge. Sure fill your gems slots with dodge and sta, but don't just ignore def after 490, particularly if you're filling the gap with parry or block.
When you hit 102.4% you really, really, really should be looking at Mitigation rather then Avoidance. BV, armor and stamina let you walk through and reduce how much the RNG can screw you. Spike damage kills tanks. The more you can reduce the spikes the better off you are.
Based on what we do in guild Wave, I'd say you should aim for STA and Spelldamage equally weighted and defense just slightly behind. All that happens when I wear my near uncrushable (without Redoubt) set is that I don't take damage, so Saeris doesn't have to heal me as much, so I don't get as much mana back, so I run out of mana because my lesser spelldamage compared to my solo set means I'm not putting up as much threat as I like.
My armory is the mixed set I wear when I'm tanking for the guild. The only time it differs is when I'm still not taking enough damage or I'm tanking the Gladiator packs or 7+ enemies at once.
Well, I went home on my lunch and put in a petition, they are going to go ahead and swap out the illidari talisman for the defender one, YAY!
Thanks for all the advice everyone, it was a huge help in clearing up a lot of my confusion.
One more question, why do I see so many Paladin's with spell warding? It seems like kind of a waste of 2 points, but I see the vast majority of tankadins with it.
4% damage reduction seems small. 6% from imp. Righteous Fury seems slightly less small. But they stack and at raid damage levels, that'll add up to a nice chunk of damage you don't need to take from magic attacks.
Posts
Bad. No. BAD. I am going to count to three.
One.
Two.
Drop BoK and GF. Then you get PoJ and don't lose anything critical. But take spell warding for christ sakes.
I just wish I had more Defense -- it's getting to where I almost can't pull 8-9 mobs at a time and not haveta blow bubble.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
And really 5 weapon skill isn't going to change things much as far as farming goes anyway. With little to no +hit on anything pally tank that 5 points wasn't making a ton of difference anyway.
I'm not even sure I took that.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Suppose it partially offsets Retadin changes once again missing the mark and Holy paladins getting another dose of nerfstick. They could at least have nerfed something else; I liked having three usable spells, what with effectively being able to apply downranked Holy Light as a medium heal between Flash and max HL. Now, back to the old ways...
I looked long and hard, what hampers our farming there?
LoL: failboattootoot
isn't there a shammy totem reducing threat?
it doesn't stack with salv
and salv is nowhere near enough threat reduction when half of your damage does 1.5 threat per damage
On the downside, the BOL nerf is assface. I was entertained by the possibilities as a paladin to choose lower, slower heals for efficiency and such, and being able to adapt. Now its like you have to spam FOL and nothing more. HL is a mana dump for emergencies and PVP. Thats nice, but boring.
I want to go prot now. Oh and yes, Persuit is incredible. As is the new vindication or whatever its called. The fact that includes 15% stam is a VERY nice buff for PVP for shockadins and ret.
Um....no...no...no...no. tranquil air does stack with BoS, but note that all threat reducing abilities are multiplicative rather then additive. So BoS + tranquil air gives 36% threat reduction rather then 40%. And having tranquil air prevents the group from having either Windfury or Wraith of Air. And unless the tooltip says otherwise, every point of damage equals one threat.
two threat drops for the price of one stone
Hmm? Do you mean righteous fury, because you don't have to have that on when dpsing?
Protection (48 points)
Redoubt - Rank 5/5
Toughness - Rank 5/5
Improved Righteous Fury - Rank 3/3
Shield Specialization - Rank 3/3
Anticipation - Rank 5/5
Blessing of Sanctuary - Rank 1/1
Reckoning - Rank 5/5
Sacred Duty - Rank 2/2
One-Handed Weapon Specialization - Rank 5/5
Improved Holy Shield - Rank 2/2
Holy Shield - Rank 1/1
Ardent Defender - Rank 5/5
Weapon Expertise - Rank 5/5
Avenger's Shield - Rank 1/1
Retribution (10 points)
Benediction - Rank 5/5
Deflection - Rank 5/5
With weapon expertise being changed to combat expertise and increasing total stam by 10% I can't pass that up. That leaves me with only 3 points left to spend and some tough choices to make. I don't have enough points to pick up everything else I'd like to have(Precision, Guardian's Favor, Blessing of Kings, Spell Warding, Improved Judgment, Improved Seal of the Crusader, and Pursuit of Justice). I dismissed Vindication as not being worth it, even with the upcoming changes.
I'm considering putting points into either Imp SotC(+3% crit chance for all attacks made against the target...I assume that means everyone in the raid) or Pursuit of Justice(+3% chance to avoid spells). I'm leaning towards Imp SotC at this point but I wanted to hear other people's opinions. Which do you think is better? Or is there something else that I should spend the points on and why?
Also, is Ardent Defender really worth it? My observation of tanking has been either the tank is getting heals and he's fine....or he's dead. There doesn't seem to be a lot of in-between there. Getting rid of this talent would free up another 5 points for me to use. Keep it? or no?
I knew all that
I was just testing you all
Feh, more like drop anticipation!
LoL: failboattootoot
Granted, I know a lot of bosses past Hyjal or so don't even use the crush mechanic (which is very sloppy...one or the other, please), but for a good while Anticipation is well worth it.
I shouldn't talk, I am waaayyyy over the avoidance cap right now and would only need 1 point in anticipation to stay uncrittable so I am in general in a better position to dump it over reckoning.
LoL: failboattootoot
LoL: failboattootoot
Now if I could just find better stam on gear that also has intellect and +dmg...
Don't stress over spell damage. Good tanking plate for paladins is virtually nonexistant before... well its still virtually nonexistant until bt with the odd piece here or there and it's more important to shore up your sta and avoidance/def. Truthfully, by the time you need more threat than what will be provided you with a crystalforged sword with major spellpower, youll have access to your tier sets to get some extra spelldamage in.
Edit: I'm not saying don't work on it, so much as I am saying that I can currently only remember 2 pieces of plate with good tank stats and spelldamage pre-raids, and both come out of heroic arcatraz.
LoL: failboattootoot
Crafted:
[Oathkeeper's Helm] (world drop plans)
[Belt of the Guardian] (SSC/TK BoP plans, BoE belt)
[Boots of the Protector] (SSC/TK BoE plans, BoP boots)
Heroic boss drops:
[Bracers of Dignity] (Harbinger Skyriss, Heroic Arcatraz)
[Boots of the Righteous Path] (Warchief Kargath Bladefist, Heroic Shattered Halls)
[Girdle of Valorous Deeds] (Aeonus, Heroic Black Morass)
2.3 Heroic badge purchases:
[Girdle of the Protector] (60 Badge of Justice)
[Sabatons of the Righteous Defender] (60 Badge of Justice)
[Chestguard of the Stoic Guardian] (75 Badge of Justice)
Black Temple drops:
[Tide-stomper's Greaves] (High Warlord Naj'entus)
[The Seeker's Wristguards] (Shade of Akama)
[Girdle of Mighty Resolve] (Gurtogg Bloodboil)
Note how almost all of these are bracers, belt, boots. They're apparently meant to work with our D3/T4/T5/T6 sets. Personally, I'd start saving up badges now and running heroics repeatedly to have enough badges for at least the Chestguard of the Stoic Guardian, which is by far the best tankadin armor item you can get even before you zone into Karazhan for the first time.
Okay, so my Prot Paladin is 61 now, and I feel like I have no idea what the hell I am doing. I understand the whole tanking concept in itself, but there are a lot of things I really have no idea about. So maybe my questions will be answered better with a straight up paladin guide link for retards or something, but here they are:
Most of these questions stem from never playing a casting class.
+spell damage: What the hell is it, why would I want it as a tanking paladin? What spells are affected by it that relate to my spec?
Tanking gear: What stats should I be looking for in what order of importance? Stam first? Spell Damage first? Intellect? I honestly have no fucking clue when looking at a piece of armor what to look for. Is there a difference between the gear I should be tanking with and the gear I should be exp grinding with?
+spell crit: same as the first question, what is it and why do I care about it other than crit heals which I won't really be using as a paladin tank?
Finally in HFP I took this trinket over this one at the suggestion from a guildie. Was this a huge mistake? Oh and the Paladin link under my Sig goes to my armory.
Spell Damage is your agro. Improved Righteous Fury means 1 point of Holy damage is good for 1.9 points of agro. The more spell damage, the more agro you generate with:
- Consecration (95.4% coefficient)
- Seal/Judgment of Righteousness (9.2/71.43%)
- - Or if you're a cow-boar-demon-thing, Seal of Vengeance gets 17% per tick
- Holy Shield (to a minor extent - 5% per block)
- Avenger's Shield (13.57% per target)
- Hammer of Wrath (comedy option)
Now... You got boned pretty bad taking the spell crit trinket that gets you nothing, over the +defense trinket, but it's nothing you can't recover from.
You want +defense, but only to the extent required to become uncritable (490 defense skill at level 70), followed by as many HP as you can get your grubby mits on, followed by becoming uncrushable (102% dodge+block+parry+miss) for Kara+ bosses if raid tanking is your goal (you do NOT need to be uncrushable for anything short of raid bosses - Even heroic bosses, I believe, are level 72 and thus incapable of inflicting crushing blows).
With all of the above, though, you want a smattering of spelldamage. The easiest way to do this is to take caster swords like Greatsword of Horrid Dreams from Murmur. We don't generate agro from melee DPS nearly as much as from Consecration, Seal/Judge of Righteousness, and Holy Shield, so don't worry about weapon DPS. Enchant this with some variety of +spelldamage, and you're doing wonderfully well. There are similar lower-end items you'll get while levelling that do the same thing.
What Arkady is saying is correct if you're planning on prepping for raid tanking.
However if you're not raiding and just tanking 5 man and heroics, spell damage will suit you as a pally tank more than having insane avoidance stats.
This is because one; mobs have so few HP that fights won't last long enough to even worry about taking too much damage. two; there isn't a single mob in any 5 man or heroic that can crush so that hit type isn't even on the hit table. three; having more dps from +damage is going to help you build aggro faster on shorter fights AND cause the mobs to go down faster making an overall quicker run for everyone. four; you'll take more damage. WTF? yes, you want to take a bit more damage. I started gearing my pally for raids and then decided to not raid at all with him and I take so little damage from most every instance that I don't need much healing. Good you say, right? Well, not as a pally. You need heals for mana regen, and if you're taking no damage you're not getting heals, and that means even if you kill the mobs pretty fast you'll have to sit and drink a lot which is just annoying for everyone.
The gear listed on that page is really well thought out and more or less right for it's uses. Remember that raids like kara and gruul really aren't that hard so don't stress out TOO much getting uncrushable pre-kara because within a few runs you should have it very very easily. Just get as close as you can. You don't want to be pissed off that you spent weeks and weeks running instances for specific gear that you replace entirely in a matter of a few kara runs.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
In order:
+spell damage adds points of damage to your spells. Differant spells get differant benfits from it but all except SoL/JoL and SoW/JoW benfit from it. It's not a primary stat to look for but it's also not one to bitch is on your gear.
Gear: It depends on what you want to do. Tank five mans? 480 defense and go for stamina. Kara? Uncrushablity, 102.4 mitigation and stamina.
+spell crit: Makes JoR better. Not worth it for Protadins. And your guildie is an idiot. It's not a "OMG Call a GM" error but you chose wrong.
It's explained pretty well in that link I posted but here:
And def is far more plentiful on pally gear than dodge. Sure fill your gems slots with dodge and sta, but don't just ignore def after 490, particularly if you're filling the gap with parry or block.
Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand
Thanks for the heads up, so looks like the main stats i'm looking for are +stam, +spell damage and + defense
Oh and this is going to seem pretty retarded, but how is it we get mana back from heals?
When you hit 102.4% you really, really, really should be looking at Mitigation rather then Avoidance. BV, armor and stamina let you walk through and reduce how much the RNG can screw you. Spike damage kills tanks. The more you can reduce the spikes the better off you are.
My armory is the mixed set I wear when I'm tanking for the guild. The only time it differs is when I'm still not taking enough damage or I'm tanking the Gladiator packs or 7+ enemies at once.
Thanks for all the advice everyone, it was a huge help in clearing up a lot of my confusion.
One more question, why do I see so many Paladin's with spell warding? It seems like kind of a waste of 2 points, but I see the vast majority of tankadins with it.