Guiaswow Answer: Paladin Tank Attack Rotation

Some time ago, we inaugurated a section on the web to answer the doubts of the users that may arise.

The idea is that you, send us your questions through your comments or your emails to webmaster @guiaswow.com and we will try to answer one question a week. The question may be about whatever worries you about World of Warcraft, the best quest addon, where the Time Lost Proto-Drake is located, anything.

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This week we chose an interesting question from Deren:

Good Morning.

I have a Protection Paladin (Deren)
And I would like you to advise on your website which is the ideal rotation (according to the cd of each attack / spell) to raise the greatest amount of agro possible. In my brotherhood there are DPS (authentic killing machines) that have to use simulate death to control that agro that they generate.

Thank you very much.

While we're here, we're going to review the abilities that generate threat from the Paladin. The main thing to generate threat in a Paladin is without a doubt Straight Fury and holy damage. All Paladin Protection special attacks deal Holy damage. The Straight Fury has a threat modifier that increases the threat generated by 43% and has a multiplying factor with the holy damage so that you will generate 172% more threat with Straight Fury than without it.

Shield of Righteousness: This ability causes a great threat to a single target and at a very low mana price. In situations where there is only one monster, this ability is the one that can generate the most threat. This ability increases the threat generated if we increase our Block value.

Hammer of the Righteous: Excellent threat generation against 3 monsters at a low mana cost or 4 with the Glyph for this ability. Damage per target is not as high as Shield of Righteousness but the total damage against 3 (or 4) targets is higher. This ability also counts as an attack for the Seal you have active and is undoubtedly more effective in Seal of Vengeance as it allows you to maintain mana. It is important to note that this ability, No. will jump to targets that are under the effects of crowd control (such as Polymorph). Threat generated and damage increase with Attack Power.

Avenger's Shield: This ability generates a lot of threat at a moderate cost. It's great when starting a fight to summon up to 3 monsters. The stun effect against monsters is quite good, it gives your teammates time to do crowd control if they need it, with the benefit that the threat comes from you and not the Wizard / Shaman / Druid / Warlock. Like the Hammer, this ability No. jump to monsters already in crowd control. This ability increases its effect with Attack Power and Spell Power.

Exorcism: Exorcism is a very useful ability to obtain the threat of a single monster when the Avenger's Shield cannot be used yet or if the secondary effect is not what we expected. This ability will always crit Undead and Demons.

Sacred shield: Improves threat and mitigation. The threat generated by Sacred Shield is not important for tanking but it is useful and without a doubt it is a very good mitigation tool. Even with blue gear, 1,000 mitigation points is a good amount. This ability has a cooldown of 8 seconds and lasts for 10, this means that you can refresh it before it expires. This ability improves with Attack Power and Spell power while mitigation improves with Block value.

Consecration: It is the paladin's ability par excellence. Affects all monsters within 8 yards around the paladin for 8 seconds with a cooldown of 8 seconds. Keep in mind that this ability removes all crowd control effects.

Sentences (SdL, SDS, SdJ): They do little harm but benefit the group. Sentences are part of most rotations. If there are other paladins applying these abilities, it is best not to spend the mana on these abilities.

Stamp Revenge/Corruption: This is considered the main seal of tanks as it deals more damage than the Seal of Righteousness and can be active on multiple targets at once, especially with Hammer of the Righteous. This seal is quite useful for monsters that eliminate the threat at some point (the Ignis assemblies).

Seal of Righteousness: In most situations this seal is less useful than the previous seal but it can be useful for monsters that die quickly and do not allow you to accumulate doses of the Seal of Vengeance.

Seal of blood/of the martyr: This seal is hardly used when tanking as it generates little threat and causes damage to the tank itself.

Paladin Consecration

Now we go to the question once this is clarified.

Skill Rotation

Considering that most of the abilities are instantaneous, the rotation of attacks should maximize your activity. The most common rotation is known as 69 (don't be wrong) since we intersperse skills with 6 seconds of cooldown, with skills of 9 seconds of cooldown.
Skills with 6 seconds are Shield of Righteousness y Hammer of the Righteous so the rotation will be something like this:

(Shield of Righteousness) ____ (Hammer) ____ (Shield of Righteousness) ____ (Hammer) ____ (Shield of Righteousness) ____…

Skills with 9 seconds are Sacred shield, Consecration and Sentence. The shield and Consecration have 8 seconds but it is good to refresh them before. Let's see the rotation.

(Shield of righteousness) - Sacred Shield - (Hammer) - Consecration - (Shield of righteousness) - Sentence - (Hammer) - Sacred Shield - (Shield of righteousness) - Consecration - (Shield of righteousness) - Sentence ...

Although the rotation seems complicated, it is easy to maintain once we are fighting. If we can see the cooldown times well, you should see how each skill ends its cooldown just before you go to press the button. It is recommended to assign keys that help you, for example 1, 2 and 3 for the 9 second skills and the Q and E for the Shield of Righteousness and Hammer of the Righteous.
However, this should not be a dogma and if you need to do something you should incorporate it into the cycle. This rotation is something by default and should be changed as needed.


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