Class guide
Protection Paladin Guide for WoW Forever
Protection Paladin builds for WoW Forever. A Level 30 dungeon tank plus raid and dungeon tanks at 60, with Seal of Fury threat, gear and macros.
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Variants
Overview
Protection is a real tank in WoW Forever, and it plays nothing like the Classic spec you remember. Seal of Fury gives you a taunt: judge the Seal and the target attacks you for 4 seconds. Judgement no longer consumes your Seal, so that taunt comes back every 10 seconds, and Consecration is baseline at level 20 instead of sitting deep in the Holy tree. You hold packs from your first dungeon.
Your threat is Holy damage. Righteous Fury multiplies it by 60%, and every tool you press adds more: Seal of Fury on every swing, Holy Strike every 10 seconds, Consecration under the pack and Holy Shield on every block. Your survival comes from blocking. Blocks refill your mana through Shield Specialization, and Seal of Fury turns part of your damage into absorb shields while you hold a shield.
Play Protection if you want to tank dungeons from 13 to 60, or tank in the raids opening December 9: the 10-player Barrow Deeps and the 20-player Hyjal Summit.
Strengths
- A taunt on a 10-second cooldown, plus Swift Judgement to reset it when a taunt misses.
- Multi-target threat from level 20: Consecration is baseline and hits the first 4 enemies that enter it for extra damage.
- Mana that comes back while you tank: every block restores a share of your maximum mana, and Improved Seal of Fury refunds more against higher-level attackers.
- Huge cooldowns: Templar's Bulwark absorbs your full health, Divine Protection and Divine Shield make you immune, and Sacred Duty takes a minute off all three.
- Party utility no other tank brings: Blessings, auras, Blessing of Protection, Purify and Redemption to bring the healer back after a wipe.
Weaknesses
- No interrupt. Hammer of Justice is your only way to stop a cast, and it's on a long cooldown.
- Everything costs mana. Tank a long pull with no blocks coming in (casters, spell damage) and you run dry.
- Consecration only adds its big damage to the first 4 enemies. On a pack of 6 or more, the last two need Holy Strike or a Judgement.
- Your immunities share Forbearance: after one, the others (and Blessing of Protection) are locked for a minute.
- Low burst threat on the opening second of a pull. You build threat per swing, so let the pull land before the DPS opens up.
What's new in Forever
- Seal of Fury is a new tanking Seal learned at 10, with new ranks at 18, 25, 34, 42, 50 and 58. Every swing deals extra Holy damage, and while you hold a shield each hit also gives you an absorb shield worth 50% of that Holy damage. Judging it deals Holy damage and taunts the target for 4 seconds.
- Judgement no longer consumes your Seal. Judge on cooldown and the Seal stays up.
- Holy Strike is a baseline instant weapon attack at 6 with a 10-second cooldown, dealing 25% of weapon damage plus Holy damage at rank 1 and 50% at rank 8.
- Consecration is baseline at 20. The first 4 enemies to enter it take a large extra chunk of damage over 8 seconds.
- Hammer of the Righteous is trained at 40: it hits your target and up to 3 nearby enemies for three times your main-hand damage per second, as Holy damage, every 6 seconds.
- New Protection talents: Improved Seal of Fury, Sacred Duty, Swift Judgement, Templar's Bulwark and Iron Creed. Holy Shield now needs Templar's Bulwark, and the talent rank has 4 charges.
- Righteous Fury adds 60% threat to your Holy attacks and lasts 30 minutes. Improved Righteous Fury now reduces all damage you take by 6% instead of adding threat.
- Redoubt now triggers from any damaging melee hit (10% chance) and adds up to 30% block chance.
- Shield Specialization adds 10%, 20% or 30% shield absorption, and makes your blocks restore 6% of your maximum mana, once every 3 seconds.
- Blessings last 1 hour, Blessing of Kings is baseline at 20, and Blessing of Sanctuary is gone.
- Divine Protection, Divine Shield and Blessing of Protection apply Forbearance for 1 minute. Divine Shield now halves the damage you deal instead of slowing your attacks.
- Undead Paladins bring Protection to the Horde for the first time.
Talents
The build for tanking every dungeon up to 30. For soloing packs while you level, the leveling guide uses a different first 21 points with Toughness and One-Handed Weapon Specialization. This one takes the block and mana talents first, then the threat and safety tools: Improved Seal of Fury at 20, Swift Judgement as your backup taunt, and Templar's Bulwark at 30 for the pull that goes wrong.
Split 0/21/0 · 21 points at level 30 · Open in calculator
Talent order
- Levels 10–14: 5/5 Redoubt. Every melee hit you take has a 10% chance to add 30% block chance for 10 seconds or 5 blocks. More blocks mean less damage and, from 21, more mana.
- Levels 15–19: 5/5 Anticipation. +20 Defense Skill: fewer crits and crushing blows land on you, and you dodge, parry and block more.
- Level 20: 1/1 Improved Seal of Fury. When a Seal of Fury shield is fully absorbed, you get mana back, with up to 45% more against attackers above your level.
- Levels 21–23: 3/3 Shield Specialization. Your shield absorbs more, and every block restores a share of your maximum mana (once every 3 seconds). This is the talent that keeps you tanking instead of drinking.
- Levels 24–26: 3/3 Improved Righteous Fury. 6% less damage from everything while Righteous Fury is up, which is always.
- Level 27: 1/1 Swift Judgement. Finishes your Judgement cooldown and makes the next one free. When a taunt misses or a second mob breaks loose, you judge again immediately. 1-minute cooldown.
- Levels 28–29: 2/2 Sacred Duty. +4% Stamina and a minute off Divine Shield, Divine Protection and Templar's Bulwark.
- Level 30: 1/1 Templar's Bulwark. An absorb shield worth 100% of your maximum health for 8 seconds. With Sacred Duty it's back every 4 minutes.
Flexible points
The raid tank build for Barrow Deeps and Hyjal Summit. 43 points in Protection buy every talent that keeps you alive or adds threat: Holy Shield, Iron Creed, Reckoning, Templar's Bulwark and the full block package. The last 8 go into Holy for Divine Intellect and Improved Seals, which adds 15% to every point of Seal of Fury damage, every Judgement and every absorb shield it creates.
Split 8/43/0 · 51 points at level 60 · Open in calculator
Protection: 43 points
- 5/5 Toughness: 10% more armor from items.
- 5/5 Redoubt: up to 30% block chance after melee hits. Feeds Shield Specialization, Reckoning and Holy Shield.
- 3/3 Precision: +3% hit. Every miss is a lost Seal of Fury proc, and a missed Judgement is a missed taunt.
- 5/5 Anticipation: +20 Defense Skill.
- 1/1 Improved Seal of Fury: mana back from every broken Seal of Fury shield, up to 45% more against higher-level attackers.
- 3/3 Improved Righteous Fury: 6% less damage taken with Righteous Fury up.
- 3/3 Shield Specialization: more shield absorption, and mana back from blocks, at most once every 3 seconds.
- 2/2 Sacred Duty: +4% Stamina and 4-minute defensive cooldowns.
- 1/1 Swift Judgement: the backup taunt for tank swaps and misses.
- 3/3 One-Handed Weapon Specialization: +10% one-handed weapon damage. That includes the Seal of Fury and Holy Strike damage your weapon carries.
- 1/1 Templar's Bulwark: your personal wall.
- 5/5 Reckoning: a 40% chance for an extra attack after a block, and a guaranteed one after a crit lands on you. Every extra attack is another Seal of Fury hit and another absorb shield.
- 5/5 Iron Creed: Holy Strike generates 25% more threat and, with Righteous Fury, cuts your damage taken by 10% for 6 seconds.
- 1/1 Holy Shield: +20% block chance for 10 seconds (4 charges at this rank), Holy damage with 20% extra threat on every block. Trainers teach new ranks at 50 and 60.
Holy: 8 points
- 5/5 Divine Intellect: 10% more Intellect for a deeper mana pool.
- 3/3 Improved Seals: +15% damage for your Seals and Judgements. Seal of Fury is your main threat tool, so this is 15% more threat and 15% bigger absorb shields.
Flexible points
- Off-tanking adds that need stuns: move Precision into 3/3 Improved Hammer of Justice for a 45-second Hammer of Justice. It is your only interrupt.
- Your raid leans on Blessing of Protection: move 2 points from Reckoning into 2/2 Guardian's Favor. Blessing of Protection comes back every 3 minutes, and Blessing of Freedom lasts 6 seconds longer.
The build for five-player dungeons at 60: Stratholme, Scholomance and Blackrock Depths. The Protection core stays the same. The 8 points move into Retribution for Benediction and Holy Conduit, which cut the cost of the spells you spam on trash: Consecration, Hammer of the Righteous, Holy Strike and Seal of Fury.
Split 0/43/8 · 51 points at level 60 · Open in calculator
Protection: 43 points
The same 43 points as the raid build: Toughness, Redoubt, Precision, Anticipation, Improved Seal of Fury, Improved Righteous Fury, Shield Specialization, Sacred Duty, Swift Judgement, One-Handed Weapon Specialization, Templar's Bulwark, Reckoning, Iron Creed and Holy Shield.
Retribution: 8 points
- 5/5 Benediction: 10% cheaper instant spells and abilities. Nearly every button a Protection Paladin presses is instant, so this is a 10% discount on most of your rotation.
- 2/2 Holy Conduit: 40% cheaper Consecration, Holy Wrath, Exorcism and Hammer of Wrath. Consecration on cooldown is your trash rotation, and in Stratholme and Scholomance so is Holy Wrath.
- 1/2 Improved Judgement: Judgement every 9 seconds instead of 10.
Flexible points
- Undead-heavy dungeons: the Holy Wrath and Exorcism discount from Holy Conduit is at its best in Stratholme and Scholomance. Anywhere else, the raid build's Improved Seals is the stronger pick.
Races
Best races
Alliance: Dwarf. Stoneform removes every Bleed, Poison and Disease, makes you immune to them and cuts Physical damage taken by 10% for 8 seconds, on a 3-minute cooldown. That is a tank cooldown with no Forbearance attached. Mace Specialization adds 1% critical strike chance with a mace, and Big Game Hunter adds 5% damage against Beasts.
Alliance alternative: Human. Will to Survive breaks any stun every 3 minutes, and Sword Specialization adds 2% critical strike chance with a sword. Humans give up Stoneform for a stun break, which matters more in PvP than in a dungeon.
Horde: Undead. Undead are the only Horde Paladins. Will of the Forsaken removes Charm, Fear and Sleep on a 2-minute cooldown, so a feared tank walks straight back to the boss. Cannibalize restores 7% of your health and mana every 2 seconds for 10 seconds from a Humanoid or Undead corpse, and Touch of the Grave gives your attacks a 5% chance to drain health.
All playable races
- Human: Sword Specialization, The Human Spirit, Will to Survive, Perception.
- Dwarf: Stoneform, Mace Specialization, Big Game Hunter, Find Treasure.
- Undead (Horde, new in Forever): Will of the Forsaken, Cannibalize, Touch of the Grave, Underwater Breathing.
Rotation
Before the pull
- Righteous Fury on. It lasts 30 minutes, so check it after every death and every long break.
- Devotion Aura for the party, or Retribution Aura on big trash packs.
- Seal of Fury active. Keep a shield in your off hand, or Seal of Fury gives no absorb shields.
- Blessing of Kings on yourself. Blessings last an hour now, so buff the party once per dungeon wing.
Single target
- Open with Judgement from 10 yards. With Seal of Fury up, it deals its Holy damage instantly and taunts: the mob runs to you.
- Holy Strike on cooldown (10 seconds).
- Judgement again every time it comes off cooldown. It no longer consumes the Seal.
- Refresh Seal of Fury before it expires (30 seconds).
Packs
- Judge the most dangerous mob to taunt it.
- Walk into the middle of the pack and cast Consecration as soon as they are all on you. The first 4 enemies in it take the big extra damage.
- Holy Strike and Judge the mobs that aren't taking Consecration damage or are hitting the healer.
- Recast Consecration every 8 seconds while the pack lives.
- Hammer of Justice the caster you can't pull off the healer. You have no other interrupt.
When it goes wrong
- A mob on the healer: Swift Judgement, then Judge it. The taunt holds it for 4 seconds while Consecration and Holy Strike build threat.
- You're about to die: Templar's Bulwark first. It absorbs your full health for 8 seconds and you keep attacking. Divine Protection shares Forbearance with Bulwark, so you get one of the two per minute. Cast it at least a minute after Bulwark, knowing you can't attack while it lasts.
- Your healer is out of mana: Lay on Hands on yourself or the healer. It drains your mana but no longer stops your mana regeneration.
Setup
- Righteous Fury, Seal of Fury and a shield. Check Righteous Fury on every pull.
- Aura by fight: Devotion Aura for physical bosses, Fire Resistance Aura for Fire. Forever's resistance auras cover the whole raid, not just your party.
Priority
- Judgement on cooldown. Every Seal of Fury Judgement is Holy damage with Righteous Fury threat on top, and a 4-second taunt.
- Holy Strike on cooldown. Iron Creed turns it into 10% damage reduction for 6 seconds, so press it the moment it's ready.
- Holy Shield on cooldown. Every blocked hit deals Holy damage with 20% bonus threat, and each block feeds Shield Specialization and Reckoning.
- Consecration when the boss has adds, or you have mana to spare.
- Hammer of the Righteous on bosses with adds. It hits the boss and up to 3 adds every 6 seconds.
Tank swaps
Every Judgement taunts, so the off-tank judges only when they want the boss. When the swap comes, use Swift Judgement to judge on demand. On the boss you're not tanking, keep Seal of Fury but don't judge, or you'll pull it.
Cooldowns
- Templar's Bulwark for the big hits. 4-minute cooldown with Sacred Duty.
- Divine Protection only as a last resort: you can't attack for 8 seconds, so your threat stalls.
- Divine Shield halves your damage while it lasts, which halves your threat. Use it to survive a mechanic you can't block, then cancel it.
- Blessing of Protection, Divine Protection, Divine Shield and Templar's Bulwark share Forbearance. Tell your raid not to BoP you: it locks your Bulwark for a minute.
Mana
Blocks are your mana. Holy Shield's 20% block chance and Redoubt's 30% each feed Shield Specialization's mana refund, so a boss that swings fast keeps you topped up. On casters and spell-heavy bosses, ask for Greater Blessing of Wisdom and drink between pulls.
The trash pull
- Judge the caster or the mob that hits hardest. It taunts to you.
- Run to the middle, Consecration when the pack arrives.
- Hammer of the Righteous on cooldown: 4 targets, every 6 seconds.
- Holy Shield on cooldown while mobs are hitting you. Every block is Holy damage and mana.
- Holy Strike on the mob your party is about to kill last.
- Judge anything that leaves you. Swift Judgement gets you a second taunt right away.
Undead dungeons
In Stratholme and Scholomance, Holy Wrath hits every Undead and Demon within 20 yards and stuns them for 2 seconds. It is a 2-second cast on a 1-minute cooldown, and Holy Conduit makes it 40% cheaper. Cast it after the first Consecration, when the whole pack is on you. Exorcism hits Undead and Demons for big Holy damage every 15 seconds.
Mana
Holy Wrath and Consecration are your most expensive buttons, and Holy Conduit makes both 40% cheaper. With Benediction on top, cast Consecration on cooldown on every pack of three or more. Keep Lay on Hands for the pull that runs your healer dry: it heals for your full health and restores 550 of their mana.
Stat priority
Dungeon tank
- Stamina
- Armor
- Defense
- Strength
- Intellect
At 30 your healer is the limit, not your threat. Seal of Fury, Consecration and Judgement taunts hold a pack without help, so take every Stamina and armor upgrade you find. Intellect is a mana pool for long pulls. Strength adds Attack Power to Holy Strike and your white hits.
Raid tank
- Stamina
- Defense
- Armor
- Block chance and block value
- Hit
- Spell Power
- Intellect
Stamina gives Templar's Bulwark a bigger absorb, since it's worth 100% of your maximum health. Defense and armor keep boss swings survivable. Block is both survival and mana: blocks trigger Shield Specialization (at most once every 3 seconds), feed Reckoning and deal Holy Shield damage for threat. Hit keeps your Judgement taunts and Seal of Fury swings landing. Spell Power scales your Holy damage, and all your threat is Holy damage, so it climbs once you're comfortable.
Dungeon tank
- Stamina
- Spell Power
- Block chance and block value
- Defense
- Intellect
- Armor
Dungeon mobs hit softer than raid bosses, and your threat on a 6-mob pack is all Holy damage: Consecration, Hammer of the Righteous, Holy Shield and Seal of Fury. Spell Power moves up for that reason. Intellect gives you the mana for Consecration on every pack.
Gear
What to wear
Mail until 40, plate from 40. Take Stamina and Strength first, armor second. Always hold a shield: Seal of Fury only gives absorb shields while a shield is equipped, and Shield Specialization only works on blocks.
Weapons
A one-handed weapon with a fast or average speed. Seal of Fury deals its Holy damage per swing, so more swings mean more threat and more absorb shields. Pick the highest damage per second you can find at your level after that.
Class quest
Alliance Paladins pick up The Test of Righteousness (quest level 21): speak to Jordan Stilwell in Ironforge. Next comes the collection step (level 22), which sends you after four components, and the final step ends with Jordan forging a weapon for you.
What you're gearing for
Plate with Stamina and Defense, and the biggest shield you can get. Draconian Deflector (level 58) is a strong shield with Defense, Stamina and Fire Resistance. Engineers make Force Reactive Disk, which needs Engineering 300 to equip and damages every enemy near you when you block.
Enchants
- Enchant Shield - Greater Stamina on your shield and Enchant Boots - Greater Stamina on your boots.
- Enchant Bracer - Deflection on your bracers for Defense.
- Enchant Cloak - Superior Defense on your cloak.
- Enchant Chest - Greater Stats on your chest.
Consumables
- Flask of the Titans: 1,200 maximum health for 2 hours, through death.
- Elixir of Greater Defense for 450 armor.
- Major Troll's Blood Elixir for health regeneration over long fights.
- Major Healing Potion for emergencies.
- Greater Fire Protection Potion against Fire damage.
What you're gearing for
A second set pays off here. Keep your Stamina and Defense gear for raid bosses, and wear pieces with Spell Power and Stamina for dungeon trash, where Holy damage is threat. The same shield and Defense enchants apply.
Consumables
- Major Healing Potion for the pull that goes wrong.
- Major Mana Potion when Consecration has drained you mid-pull.
- Mageblood Elixir for steady mana regeneration across a whole dungeon run.
Professions
Blacksmithing and Mining is the tank pair. Blacksmithing makes your armor and weapons from level 10 to 60, plate from 40, and the Sharpening Wheel is a camping object you place for your party. Mining feeds it.
Engineering is the raid tank's choice at 60 for Force Reactive Disk and explosives for trash.
For gold, level with Mining and Herbalism, then switch once you're geared.
Group play and dungeons
Your job is to hold every mob, stay alive and keep the party buffed. In that order.
- Taunt on pull. Judge the mob you want first. With Seal of Fury, Judgement is a 4-second taunt, so it lands on you before the DPS can pull it.
- Consecration first on packs. It deals its extra damage to the first 4 enemies that enter it. Cast it the moment the pack reaches you.
- Hammer of Justice is your interrupt. Paladins have no kick. Save Hammer of Justice for the heal or the fear the party can't handle.
- Blessings for the party. Each player gets one Blessing per Paladin, and they last an hour. Kings on everyone is the default. With two Paladins, the second covers Blessing of Might for melee and Blessing of Wisdom for casters.
- Auras. Devotion Aura on physical pulls, Retribution Aura on big packs for extra damage, Concentration Aura when the healer is being hit.
- Cleanse the party. Purify removes a Poison and a Disease, and from 42 Cleanse adds one Magic effect.
- Blessing of Protection a DPS who pulled aggro. Physical attacks can't touch them for up to 10 seconds, which is all the time you need to Judge the mob back.
Tips
With Seal of Fury active, Judgement taunts. Don't Judge the other tank's boss or a mob a Mage just sheeped, and don't Judge in Seal of Fury while off-tanking unless you want the target.
Swift Judgement finishes your Judgement cooldown and makes the next one free. When a taunt misses or a second mob runs for the healer, you get a second taunt in the same second.
Righteous Fury drops on death. Recast it before every pull after a wipe. Without it, your Holy damage loses 60% of its threat, and Improved Righteous Fury and Iron Creed's damage reduction stop working.
Hold a shield at all times. Seal of Fury's absorb shields, Shield Specialization's mana and Holy Shield all need one.
Bulwark keeps you attacking. Templar's Bulwark is a shield, so you keep swinging and generating threat. During Divine Protection you can't attack, and during Divine Shield you deal half damage.
Blessing of Kings is baseline. You get it at 20, not from a talent, and it lasts an hour.
Macros
Judgement at your mouseover, or your target if you have none. Taunt a loose mob without losing the one you're tanking.
#showtooltip Judgement
/cast [@mouseover,harm,nodead][] JudgementHammer of Justice on your focus target. Set focus on the caster, and stun it the moment it starts a heal.
#showtooltip Hammer of Justice
/cast [@focus,harm,nodead][] Hammer of JusticeBlessing of Protection on your mouseover, or your target. Save a DPS without dropping the mob you're tanking.
#showtooltip Blessing of Protection
/cast [@mouseover,help,nodead][] Blessing of ProtectionHoly Strike that also starts your auto-attack.
#showtooltip Holy Strike
/startattack
/cast Holy StrikeDivine Shield that cancels itself on a second press, so you get your full damage and threat back the moment you're safe.
#showtooltip Divine Shield
/cancelaura Divine Shield
/cast Divine ShieldChangelog
- Guide published with Level 30 Dungeon Tank, Level 60 Raid Tank and Level 60 Dungeon Tank builds.
- Corrected the Shield Specialization description; removed raid encounter guesses and unreleased dungeons; linked dungeons and raids.
