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Protection Paladin Review - Battle for Azeroth Community Opinions
2018/08/10 시간 15:23
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Throughout the pre-patch, we'll be launching a community opinions article for every class and spec. We're continuing our Battle for Azeroth Class Reviews and in this post, we'll be taking a look at the state of Protection Paladin. See if this spec appeals to you in Battle for Azeroth!
We reached out to the Protection Paladin community to give their thoughts and opinions on the changes and current state of the spec.
If this spec appeals to you after reading this article, check out our
Battle for Azeroth Protection Paladin Guide
- Protection Paladin Moderator in Hammer of Wrath. Works on the SimC APL for Prot Paladin.
- Prot Paladin that has a thing or two to say about Tank design. Prophet of Crab
- Simulationcraft developer and theorycrafter focused on tanking (mostly Blood DK and Prot paladin) and Frost Death Knight.
- Protection Paladin in many top NA guilds.
- Protection Paladin, and main tank in Honestly.
- Moderator in Hammer of Wrath.
Heading into BFA Protection Paladins had a few but significant changes. Multiple abilities were added onto the global cooldown:
. We’ve lost several good artifact traits such as
물러서지 않는 방어
and our artifact ability,
We’ve received significant changes to our mitigation.
특화: 천상의 보루
was reworked and now reduces the damage taken while we’re standing inside
received multiple changes going into Battle for Azeroth: it no longer requires a target in order to be cast and deals damage in a cone in front of you. Instead of reducing damage altogether it only increases armor by a percentage of your strength and doesn’t scale with mastery anymore.
now heals for a flat amount based on attack power, and is increased by up to 200% from your missing health and is able to critically heal. The GCD change and the healing scaling with your own missing health rather than the target’s make it harder to use to save other people with the
has a reduced cooldown but its duration was increased to 12s. You can no longer stack
s and recasting while the AoE is ticking will remove the previous one.
now increases the effects of your next
by 20% with the new
passive that replaces the passive increases from
(20%) in Legion.
is really good now that
no longer reduces magic damage and that our block chance gets significantly higher to a point where it’s somewhat reliable (up to 50%).
is kind of misleading, the tooltip states it increases block, it doesn’t actually increases block’s chance but only block’s damage reduction. If you have 40% damage reduction on a block (same as in legion) you would get ~53% damage reduction on a block instead, which is not very impactful considering a blocked hit is already much less threatening and the remaining damage taken can be healed up from beacons or HoTs. It does however have some quality of life bonus in dungeons when you pull more than 3 mobs to have an easier time getting aggro on pull.
is now slightly weaker in terms of damage and is only a dps increase if you manage to hit the target three times per cast. It’s still good defensively when the majority of damage you take is from auto-attacks.
isn't as good as it was in Legion due to us losing
티엘카 - 페렌 마커스의 위업
is also not as good in terms of damage output vs
as it was in Legion. It doesn’t have any defensive value anymore (although some azerite traits give it a defensive value once again) and is only a DPS increase at 3+ targets.
is really good: it’s the best choice for damage on single target and provides a decent flow of
. It also helps filling up empty GCDs in the rotation. However it’s not as good as
is also really powerful, it provides the best uptime increase on
, but loses power if you don’t use it on cooldown or if you cap charges with it. It’s still a situational choice but will see use more often than it did in Legion.
This row is pretty much unchanged:
got nerfed and each
cast now reduces the cooldown of
by 6 seconds instead of 10 but it’s still good at what it does.
is still good if you're doing M+ and want to incapacitate a specific target and nobody else in your group can do it.
didn’t change but has become much stronger with the reduction in CCs available to Mythic+ groups. It is now really good as an AoE CC/Interrupt for Mythic+.
Every talent is the same as in Legion:
, still brings 0 utility and low damage
still gives us an extra charge of Divine Steed for more mobility, and
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for a immunity to magic damage. It will be just as useful against magic damage mechanics like Argus’
and and to prevent the application of certain debuffs such as Necrotic in Mythic+.
With numerous nerfs to
this tier is no longer auto-select.
reduces the cooldown of
by 30% (2 minutes down to 1 minute and 24 seconds), this can be very good on bosses where you take relatively frequent high damage abilities, similarly to Maiden of Vigilance in Tomb of Sargeras or Argus in Antorus, and where the cooldown reduction of
isn't needed. It also reduces the cooldowns of
, giving us some more flexibility during longer raid encounters.
will still be niche, in raids it has a very low chance of ever being used. However in dungeons, with the changes to
, it is now viable to not use the
talent. This means that
actually has a chance of being used. This however will depend on the dungeons and the m+ meta.
now reduces the base cooldown of LotP by 2s and allows it to be used on other targets, the heal on others isn’t nearly as good as it was in Legion because it scales with the caster’s missing health rather than the target’s, making it much less efficient to use when you’re near full HP and want to save a low health ally. Its main benefit now is the cooldown reduction that can still be useful for some bosses.
This tier has gone through a facelift, we now have three viable choices compared to two niche ones plus one always good one.
, the default picked talent in Legion has gotten a bit of a nerf, it heals for considerably less than it did before, but it still has its uses if the other two talents don’t have a use.
no longer heals but it now increases the radius of
, it's also worth noting that due to the loss of many aoe ccs, this talent is now really really strong in m+, especially if your group doesn’t have good kiting tools such as a frost mage.
, this extremely niche talent now has a use, and it's a bit unexpected. With the increased cooldown of
, and the removal of
, this talent can now be used as a 3 minute personal cooldown, or an external cooldown for your co-tank.
This tier was strongly tied to
, so now with the increased cooldown of
are now significantly weaker.
is the same as it was in Legion. It will be the choice for single target encounters unless the damage is extremely low.
has both gotten better and worse at the same time. The cost in
uptime is now even more noticeable. However it’s now an excellent talent for magic mitigation since
no longer mitigates magic damage. It is now on the GCD.
is the same as before, but with
being way more punishing and
being considerably weaker, it has become the go-to talent for m+ and multi target boss fights.
Please remember that Azerite traits tuning is still ongoing as this article is written and informations from this section might be obsolete.
looks to be one of our strongest traits: the block rating it provides is negligible because you usually don’t need to block for a higher amount, but the thorn effect has the potential to be really good especially on multiple targets. You will want to space out your
casts to make the best use out of this trait.
can be good as 1-of trait, increasing
target count is a strong aspect, but it doesn’t stack with more traits.
increases your chance to proc
and as such also has the potential to be a strong 1-of trait.
보석 같은 가죽
looks like it will be a really strong defensive trait for any tank, providing armor and avoidance in dangerous situations.
on the global cooldown will make bad decision-making more impactful as you may end up using your
poorly or holding global cooldowns for it. On the other hand, screwing up your SotR uptime won’t be as bad because some of its defensive power is now in
instead. This is important, since 1 shots during sotr downtime have been the biggest issue of protection paladins, due to very low EHP outside of SotR (in order to balance out, SotR generally being stronger DR when compared to other AMs). Furthermore with the rework to all tank’s defensive toolkits Paladin gains a lot of value due to presence of
, and being able to mitigate a lot of abilities that other tanks can’t, even if this is mostly useful when facing damage over time ones, as they are less likely to kill you if you happen to be unlucky with block rng, and generally kill you but having too much average damage going out.
The gcd changes aren’t that big of a hit to the spec once players get used to them and the spec looks really solid otherwise. However, the spec is arguably less fun to play as compared to it’s previous versions (starting from MoP).
Protection Paladin looks like it will be a really good tank for both Mythic Raiding and Mythic+ early in Battle for Azeroth, however that is very dependent on tuning, since they don’t have the AoE Grip utility that has been so powerful in Dungeon environment for the last 3 expansions.
I would like to give our thanks to Woliance / Krinovast / Melekus. They dedicated a lot of time and effort into putting this together, and adding as many details as possible, so that reviewers didn't have to do much, they've been a great asset to this community both in discord and outside of it.
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