Protection Paladin Mythic+ Guide
Welcome to the Protection Paladin Mythic+ guide for the World of Warcraft patch 11.1.5! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!
Overview
Hero Talents
- Both Lightsmith and Templar are very competitive choices. The new tier set has more synergies with Templar and it outperforms Lightsmith on big AOE. Therefore, for Mythic+ as Protection Paladin we recommend Templar.
- After casting Eye of Tyr, it is replaced with Hammer of Light for 12 seconds.
- Hammer of Light costs 3 Holy Power and deals high AoE damage.
- You should cast Eye of Tyr and then use Hammer of Light on cooldown. This changes Eye of Tyr to be more of an offensive spell.
- Shake the Heavens triggers an Empyrean Hammer on a nearby target every 2 seconds, for 8 seconds after using Hammer of Light.
- Higher Calling extends Shake the Heavens by 1 second every time you cast:
- Blessed Hammer / Hammer of the Righteous
- Judgment
- Hammer of Wrath
- Hammerfall causes your Shield of the Righteous and Word of Glory to call down an Empyrean Hammer on a nearby target. While Shake the Heavens is active, this effect calls down an additional Empyrean Hammer.
- Light's Deliverance allows you to cast Hammer of Light for free after triggering Empyrean Hammer 60 times.
- Undisputed Ruling changes Eye of Tyr to generate 3 Holy Power. Additionally, it makes Hammer of Light to:
- Give 12% haste for 6 seconds.
- Grant Shield of the Righteous.
- Place a Consecration under your target.
- Wrathful Descent causes Empyrean Hammer critical strikes to cleave to another target and grants you 5% damage reduction for 8 seconds against affected mobs. This effect significantly increases the value of critical strike in cleave and AoE situations.
- Unrelenting Charger fixes a lot of mobility issues for Protection Paladin by providing a 2 second longer Divine Steed and increasing your movement speed by an additional 30% for the first 3 seconds.
- As Lightsmith you receive Holy Armaments, which alternates between:
- Holy Bulwark: An absorb shield for 15% your maximum health, gaining an additional 2% absorb every 2 seconds for 20 seconds.
- Sacred Weapon: A damaging buff that has a chance to deal Holy damage to nearby enemies and lasts 20 seconds. The effect is increased on single-target and reduced when striking more than 5 targets.
- Holy Armaments has 2 charges and rotates from Holy Bulwark to Sacred Weapon.
- Both armaments can be cast on yourself or an ally. With Solidarity, casting it on an ally also grants you the effect, and vice versa.
- Blessing of the Forge:
- Activating Avenging Wrath summon an additional Sacred Weapon.
- This additional Sacred Weapon deals extra damage by echoing your Holy Power abilities.
- This makes Avenging Wrath an even stronger cooldown.
- Divine Inspiration can randomly trigger a Holy Armaments effect on a nearby ally.
- Blessed Assurance increases the damage of Blessed Hammer / Hammer of the Righteous by 100% after casting a Holy Power ability.
- Rite of Sanctification is a buff to armor and primary stat that replaces weapon oils.
Talents
When to use this spec
This is the default loadout for Mythic+. You have to adjust the class talent tree based on the utility needed for the encounter. To make your life easier, dungeon-specific talent loadouts are available in the Dungeon section.
Gameplay Altering Talents
Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.
Spec Tree
- Righteous Protector
- Reduces cooldowns of Guardian of Ancient Kings and Avenging Wrath, greatly improving their uptime.
- Blessing of Spellwarding
- Used to completely immune magic damage and prevent debuff applications on yourself or your allies .
- Consecration in Flame
- Extends Consecration duration by 2 seconds and increases its damage by 20%. This makes Consecration last 14 seconds, making it easier to weave into the rest of your abilities without having to worry about refreshing it very often unless there is heavy movement.
- Sanctuary
- The effects of Consecration persists for 4 seconds after leaving, which makes heavy movement more manageable.
- Sanctified Wrath
- Increases Avenging Wrath duration to 25 seconds.
- Boosts Judgment's Holy Power generation by 1.
- Shining Light
- Makes your Word of Glory free after 3 Shield of the Righteous casts, stacking up to 2 free uses.
Class Tree
- Light's Revocation
- Allows the use of Divine Shield even when you have Forbearance debuff.
- Resolute Defender
- Significantly increases uptime on your strongest defensive cooldowns - Ardent Defender and Divine Shield.
- Cavalier
- This talent gives Divine Steed 2 charges, which makes planning movement much easier.
- Divine Purpose
- Holy Power spenders have a chance to make your next Word of Glory or Shield of the Righteous free and deal 15% increased damage and healing.
- Divine Toll
- Casts Avenger's Shield on up to 5 targets, generating 1 Holy Power for every target hit.
- Instantly casts an Avenger's Shield every 5 seconds for 15 seconds via Divine Resonance (if talented).
- Powerful burst for AoE threat, Holy Power generation, and utility.
When to use this spec
This is the Lightsmith version of the Mythic+ build.
To make your life easier, boss-specific talent loadouts are available in the Raids section.
Talent Adjustments
Listing all the changes within the Class and Spec tree compared to the default build.
Spec Tree
- Added
- Moment of Glory
- Bulwark of Righteous Fury
- Removed
- Eye of Tyr
- Inmost Light
Hero Talents
Changed to Lightsmith. For more info visit the Hero Talent section above.
Rotation
Tier Set
- 2-Set: Each time you take damage you have a chance to activate Luck of the Draw! causing you to cast Guardian of Ancient Kings for 4.0 sec. Your damage done is increased by 15% for 10 sec after Luck of the Draw! activates.
- 4-Set: While you have Luck of the Draw! Shield of the Righteous refunds 1-3 Holy Power and extends the duration of Luck of the Draw! by 0.5 sec, up to 10 sec.
Opener
- The goal of your opener as a Protection Paladin playing in Mythic+ is to get aggro of all enemies as fast as possible by doing a lot of AoE damage, while also making sure you're standing in Consecration all the time.
- Cast Eye of Tyr on cooldown to be able to cast Hammer of Light as often as possible and keep high uptime on Shake the Heavens.
- Important thing to note when using Sacred Weapon is that it cannot stack. This means that the Sacred Weapon that spawns from Avenging Wrath / Sentinel should be used first and the normal cast one used later after the first one has run out.
- This can also occur with Divine Inspiration, so be careful and make sure you track this buff well.
- Other than the above, use Holy Armaments off cooldown.
Priority List
- Always stand in Consecration for damage reduction, aiming for 100% uptime.
- Use Avenging Wrath on cooldown.
- If talented, use Bastion of Light on cooldown.
- Use Judgment if you have 2 charges.
- Use Hammer of Light after using Eye of Tyr or with 60 stacks of Light's Deliverance
- Use Shield of the Righteous at 3-5 Holy Power.
- Use Eye of Tyr
- Use Avenger's Shield if it will kick a cast or to maintain Barricade of Faith.
- Use Hammer of Wrath on single-target.
- Use Divine Toll.
- Use Judgment.
- Use Blessed Hammer on 8+ targets.
- Use Hammer of Wrath on 8+ targets.
- Use Blessed Hammer whenever you cannot press anything else.
- Refresh Consecration.
- Always stand in Consecration for damage reduction, aiming for 100% uptime.
- Use Avenging Wrath on cooldown.
- If talented, use Moment of Glory on cooldown.
- Use Judgment if you have 2 charges.
- Consume 5 stacks of Divine Guidance by replacing Consecration
- Use Shield of the Righteous at 3-5 Holy Power.
- Use Avenger's Shield if it will kick a cast.
- Use Sacred Weapon if the remaining cooldown on Avenging Wrath is more than 20 seconds; you don't already have a Sacred Weapon active, or it's remaining duration is less than 6 seconds.
- Use Hammer of Wrath on single-target.
- Use Divine Toll.
- Use Avenger's Shield.
- Use Judgment.
- Use Blessed Hammer on 8+ targets.
- Use Hammer of Wrath on 8+ targets.
- Use Blessed Hammer whenever you cannot press anything else.
- Refresh Consecration.
Defensive Cooldowns
- Ardent Defender
- Your primary defensive cooldown.
- With Unbreakable Spirit and Resolute Defender, its low cooldown makes it ideal for frequent use.
- Includes a cheat death component, allowing survival against extreme hits.
- Eye of Tyr
- Applies a debuff to enemies within 8 yards, reducing their damage dealt to you
- With Inmost Light talented, use it on cooldown for both mitigation and AoE damage.
- Does not reduce environmental damage.
- Guardian of Ancient Kings
- Biggest damage reduction ability in your toolkit.
- Blessing of Spellwarding
- Grants immunity to magic damage and prevents application of magic debuffs.
- Can be used for yourself or for others players.
- Does not cause you to lose threat while active, unlike Blessing of Protection.
- Divine Shield
- If used appropriately, this is your most powerful defensive that allows you to completely immune some mechanics. For more details check out the Deep Dive.
- Final Stand allows you to keep threat of nearby enemies while Divine Shield is active.
Offensive Cooldowns
- Avenging Wrath
- In most cases try to use Avenging Wrath on cooldown to make the most of the cooldown reduction from Righteous Protector.
- Situationally (but very rarely), delaying a use to better align it with damage-amp phases or incoming adds can be beneficial.
- Divine Toll
- Briefly delaying for incoming adds offers more value, otherwise use on cooldown.
- Bastion of Light
- 2 minute cooldown that makes your next 5 casts of Judgment generate 2 extra Holy Power.
- Provides increased cooldown reduction on most of your toolkit when active, so ideally use it inside of Avenging Wrath, or when it's on cooldown.
- Eye of Tyr
- Becomes an important offensive cooldown with Templar.
- Use on cooldown to activate Hammer of Light.
- Consider holding for defensive purposes if needed.
Deep Dive
Holy Shield and Spell Block
- Holy Shield enables Protection Paladins to block spell damage - a unique advantage compared to most tanks. This effect however is not guaranteed - it relies on your block chance, which is influenced by your Mastery: Divine Bulwark and certain talents:
- Improved Holy Shield passively increases chance to block spells by 8%.
- Barricade of Faith grants 10% block chance for 10 seconds after casting Avenger's Shield.
- Faith in the Light grants 30% (with 2 talent points spent) block chance for 6 seconds after casting Word of Glory.
- Combining all these effects you can gain up to 48% increased block chance against spells for short amount of time. With high enough levels of mastery to reach 52% block chance baseline, you can guarantee that certain mechanics are going to be blocked. You need:
- ~9400 mastery with a Skyfury buff from a shaman in your group.
- ~10600 mastery without it.
- Note that this does not result in 100% physical block chance — the 8% bonus from Holy Shield only applies to spells, so full physical block coverage requires even more mastery.
- Building toward full spell block is a niche setup that’s only worth it in specific scenarios, such as bosses or mobs with frequent heavy blockable magic hits. Examples in Season 2 are:
- Electrocrush on Big M.O.M.M.A. in Operation: Floodgate.
- Magic part of Reaping Scythe on Mordretha in Theater of Pain.
- Blazing Strike on Sir Braunpyke in Priory of the Sacred Flame.
Consecration and Movement
- Aim to maintain 100% uptime on Consecration to benefit from passive damage reduction.
- The best way to optimize uptime is by planning your movement to account for Consecration placement when possible. Don't randomly move out of an already existing Consecration if you can safely stay in it and still hit the mobs.
- Sanctuary helps significantly in movement-heavy fights, causing Consecration effect to persist for 4 seconds after you leave it.
- As Templar, Hammer of Light automatically places a Consecration each time it's used.
- This helps maintain uptime without spending a GCD on casting Consecration, allowing you to fit in more impactful abilities like Judgment or Hammer of Wrath.
- The Consecration is placed under your target, not yourself — something to be mindful of when positioning for its defensive benefit.
Utilizing Blessing of Protection and Blessing of Spellwarding
- Properly utilizing Blessing of Protection and Blessing of Spellwarding allows you to immune dangerous mechanics entirely, even if they are not targeted at you.
- Both Blessing of Protection and Blessing of Spellwarding share a cooldown.
- Blessing of Protection can be used to make a player that is fixated by enemies immune to physical damage, allowing them to maintain uptime on the boss and focus on DPS or healing instead of kiting.
- It also removes existing physical debuffs (e.g., bleeds) and stuns, while also preventing new ones from being applied.
- Blessing of Spellwarding on the other hand, does not remove existing magical debuffs — it only prevents new ones from being applied while active.
- Clever use of Blessing of Spellwarding or Blessing of Protection can save your teammates, often preventing wipes.
- Note that Blessing of Protection causes threat loss for its duration. Blessing of Spellwarding does not have same effect, so you can safely use it on yourself while actively tanking.
Using Hand of Reckoning with Divine Shield and Blessing of Protection
- Using Hand of Reckoning right before or during the effect of Divine Shield or Blessing of Protection allows you to keep threat of your target for the duration of Hand of Reckoning.
- This leads to you being immune - fully in case of Divine Shield, or against physical damage in case of Blessing of Protection - while still tanking the boss. It allows you to achieve the effect of Final Stand on single target without the need of talenting into it, but only for 3 seconds.
- On most typical boss fights these 3 seconds are enough to cheese tank mechanics - for example immune bursty tank hits or avoid tank debuff applications.
- To safely achieve this effect:
- Briefly before the tank mechanic (less than 3 seconds) use Hand of Reckoning on the boss.
- Use Divine Shield or Blessing of Protection on yourself.
- Wait for the boss to cast the mechanic you want to immune.
- Cancel Divine Shield or Blessing of Protection before the effect of Hand of Reckoning expires using a following macro:
/cancelaura Blessing of Protection
/cancelaura Divine Shield
- Keep in mind that Blessing of Protection will only immune purely physical hits. It will only negate the physical part of the damage on mechanics of mixed type, and will not work at all against magic damage.
- Note that you will only keep threat on the target affected by your Hand of Reckoning which makes this technique only applicable on single target encounters.
Understanding Mechanics
Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.
Dungeons
← Scroll for more Bosses →
Boss Tips
Brew Master Aldryr
- Keg Smash is the tank mechanic. It does physical damage and leaves pools of Hot Honey on the ground.
- In the intermission Happy Hour make sure to bring the Cinderbrew infront of the boss to the Thirsty Patrons across the room.
I'pa
- This fight contains two mechanics you'll have to pay attention to as a tank. Firstly Bottoms Uppercut does physical damage and knocks you back.
- Secondly, when the boss starts casting Spouting Stout you should try to move him away from any Brew Drops.
- Be careful to not get knocked into the direction of any Brew Drops, as the boss will follow you and most likely consume a Brew Drop, resulting into an immediate wipe.
Benk Buzzbee
- As a tank you will be targeted by Honey Marinade, make sure to place the residual Flaming honey on the edges of the room, so you and your group have an easier time guiding Ravenous Cinderbee's through these Flaming honey pools.
Goldie Baronbottom
- Aim the Cash Cannon towards barrels on the ground, make to only hit one volatile barrel at the time, but feel free to hit multiple barrels without a glow.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Venture Co. Pyromaniac - Boiling Flames
- Royal Jelly Purveyor - Honey Volley
- Pay extra attention to these casts:
- Venture Co. Patron - Mean Mug
- Stacking bleed debuff, make sure to start kiting early enough.
- Worker Bee - Final Sting
- If too many are being casted on you, make sure to use a defensive cooldown.
- Venture Co. Patron - Mean Mug
Boss Tips
Ol' Waxbeard
- Rock Buster is the tank mechanic. It does physical damage and leaves a 25% increased physical damage taken debuff for 6 seconds.
Blazikon
- This boss is very simple, just make sure to always be in melee range of the boss, otherwise he will start casting Blazing Storms dealing groupwide fatal damage.
The Candle King
- Make sure to interrupt Paranoid Mind.
The Darkness
- On this fight it is important to always stand in Candlelight but make sure to not pick the candle up as a tank as it makes you unable to perform any action while lifting.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Blazing Fiends - Explosive Flame
- Shuffling Horror - Drain Light
- Royal Wicklighter - Flashpoint
- Sootsnout - Flaming Tether
- Pay extra attention to these casts:
- Rank Overseer - Overpowering Roar
- This cast will knock you and any enemies without it's radius, spreading out the pull, make sure to leave beforehand.
- Corridor Creeper - Eater of the Dead
- Do not tank these mobs near enemy corpses, as they will devourer them and gain a stacking damage increase.
- Rank Overseer - Overpowering Roar
Boss Tips
Captain Dailcry
- Before engaging this boss, you and your group have the choice to make which mini-boss to fight alongside the boss. Depending on which mini-boss you decide on, this fight will contain different mechanics.
- The boss itself will always have his abilites, that will not change depending on which mini-boss, but the mini-boss themself have different abilites to deal with.
- Pierce Armor is the bosses tank mechanic, it does phyiscal damage and leaves behind a bleed for 10 seconds.
- The boss will cast Battle Cry make sure to interrupt it.
- Elaena Emberlanz alive:
- Casts Repentance, make sure to interrupt.
- Adds another tank ability with Divine Judgment.
- Holy Radiance deals groupwide AoE damage.
- Sergeant Shaynemail alive:
- Make sure to dodge Brutal Smash on the ground as it stuns you and does fatal damage when hit.
- Do not stack with other people because of Lunging Strike.
- Taener Duelmal alive:
- This mini-boss adds a lot of additional kicks to the fight, firstly Cinderblast and secondly Fireball.
- On top he starts casting Ember Storm, watch out and dodge fire swirlies on the ground.
- Elaena Emberlanz alive:
Baron Braunpyke
- Make sure to interrupt Burning Light.
- While the boss has Vindictive Wrath active, make sure to counter with defensive abilites as he has increased physical damage done.
Prioress Murrpray
- During the bosses Blinding Light cast, make sure to stand with your back towards the boss so you do not get disoriented.
- Use your interrupts against Holy Smite.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Devout Priest - Inner Fire
- Devout Priest - Greater Heal
- Forge Master Damian - Heat Wave
- Pay extra attention to these casts:
- Guard Captain Suleyman - Shield Slam
- This ability knocks you back and does huge amount of physical damage.
- Ardent Paladin - Consecration
- Make sure to always move the mobs out of Consecration.
- Sir Braunpyke - Blazing Strike
- Guard Captain Suleyman - Shield Slam
Boss Tips
Kyrioss
- Dodge Grounding Bolt on the ground.
Stormguard Gorren
- Run away from the boss while he casts Dark Gravity.
- After the boss has casted Chaotic Corruption make sure to stand close to the player that has been targeted by this ability, so its debuff jumps to you at least twice during its existence.
Voidstone Monstrosity
- This fight contains two tank mechanics. Firstly Oblivion Wave which is a frontal so make sure to not aim it towards your group and secondly do not leave the bosses melee range as he will start casting Entropy dealing fatal groupwide damage.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Cursed Thunderer - Lightning Bolt
- Unruly Stormrook - Energized Barrage
- Cursed Rooktender - Lightning Surge
- Void Ascendant - Feasting Void
Boss Tips
Big M.O.M.M.A.
- Electrocrush is the tank mechanic. It deals nature damage and leaves a debuff for 10 seconds dealing additional nature damage every 1 second.
- Make sure to dodge Sonic Boom as it drags you further away from the boss and silences.
- Use your interrupt against the Darkfuse Mechadrone's cast Maximum Distortion.
Demolition Duo
- Use defensives against Bront's Wallop.
- While targeted by Barreling Charge make sure to hit as many Bombs on the ground as possible.
Swampface
- Sludge Claws does a small amount of magical damage on top of a huge amount of physical damage. It also leaves a big healing absorb on you, so make sure to use a defensive.
Geezle Gigazap
- This bosses tank ability is Thunder Punch, knocking you back and inflicting you with a huge amount of physical damage over 4 seconds.
- While being fixated by Leaping Sparks make sure to kite it through Dam Water pools on the ground.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Mechadrone Sniper - Trickshot
- Venture Co. Diver - Harpoon
- Disturbed Kelp - Restorative Algae
- Darkfuse Bloodwarper - Blood Blast
- Pay extra attention to these casts:
- Shreddinator 3000 - Shreddation
- Make sure to start moving at the end of this cast so you do not get hit by the blades spawning.
- Disturbed Kelp - Jettison Kelp
- Use Incapacitating Roar to interrupt this cast.
- Shreddinator 3000 - Shreddation
Boss Tips
An Affort of Challengers
- Dessia will occasionally cast Mortal Strike which deals physical damage and leaves a dot behind reducing healing taken by 50% for 5 seconds.
- Use your interrupt against Sathel's Necrotic Bolt.
- Dodge green swirlies on the ground caused by Paceran's Noxious Spores cast.
Gorechop
- Hateful Strike is the tank mechanic. It deals a large amount of physical damage, make sure to use a defensive against it.
- Do not get caught by Meat Hooks crossing the arena.
Xav the Unfallen
- This boss will cast Brutal Combo as its tank ability, it's a 2.5 second long cast inflicting multiple physical damage hits in a short time.
- During Might of Maldraxxus the boss will cast 3 different abilities that you should dodge.
Kul'tharok
- Make sure to not aim this bosses tank abilty Necrotic Eruption towards your group and use a defensive for it.
- While afflicted by Draw Soul stack up with your group to spawn all Lost Souls together.
Mordretha, the Endless Empress
- Reaping Scythe is a huge tank buster, make sure to have a defensive up or be ready to purify the stagger after.
- Divine Toll is a great tool to interrupt Death Bolt casted by Deathwalkers.
- After the boss reaches 50% HP, he will occasionally summon Ghostly Combatants which cast Ghostly Charge, running from one side of the room towards the other, make sure to dodge them.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Blighted Sludge-Spewer - Withering Discharge
- Maniacal Soulbinder - Necrotic Bolt Volley
- Bone Magus - Bone Spear
- Pay extra attention to these casts:
- Putrid Butcher - Devour Flesh
- Use a defensive for this ability to reduce the Butcher self healing.
- Putrid Butcher - Devour Flesh
Boss Tips
Tussle Tonks
- While being targeted by Platinum Pummel try not minimize movement and use a defensive ability.
- When The Platinum Pummeler gains a stack of Platinum Plating bring him near a Piston Smasher and make sure you active it when the boss is underneath, so it smashes and removes the stack of Platinum Plating.
- When Gnomercy 4.U. reaches 100 energy make sure to aim his Maximum Thrust towards a nearby wall.
- The boss will occasionally spawn B.4.T.T.L.3. Mine, feel free to move away from mines when too many have spawned.
K.U.-J.O.
- Before the boss casts Venting Flames make sure to move him towards a box to stand behind.
Machinist's Garden
- When the boss spawns a Inconspicuous Plant, make sure to move him on top, meanwhile try to dodge the rest of the boss abilities.
King Mechagon
- In Phase 1, make sure to dodge Plasma Orb.
- While the boss is casting Take Off! make sure to not stand directely underneath him as it does fatal damage.
- In Phase 2, if targeted by Mega-Zap make sure to use a defensives.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Bomb Tonk - Detonate
- Mechagon Tinkerer - Giga-Wallop
- Mechagon Mechanic - Tune Up
- Pay extra attention to these casts:
- Waste Processing Unit - Puncture
- Physical damage taken hit and leaves a bleed for 6 seconds dealing damage, make sure to use a defensive.
- Waste Processing Unit - Puncture
Boss Tips
Coin-Operated Crowd Pummler
- While the boss casts Coin Magnet make sure to not be near any coins on the ground.
Azerokk
- Make sure to tank the boss near Earthrager.
Rixxa Fluxflame
- Do not stand in front of the boss while he casts Propellant Blast.
Mogul Razdunk
- In the intermission while being targeted by Drill Smash make sure to stand next to a Drill.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Refreshment Vendor - Iced Spritzer
- Hired Assassin - Toxic Blades
- Venture Co. Earthshaper - Rock Lance
- Stonefury - Furious Quake
- Venture Co. Alchemist - Transmute: Enemy to Goo
- Pay extra attention to these casts:
- Azerite Extractor - Puncture
- Physical damage taken hit and leaves a bleed for 6 seconds dealing damage, make sure to use a defensive.
- Hired Assassin - Fan of Knives
- Use Blinding Light and Hammer of Justice to interrupt this cast.
- Azerite Extractor - Puncture
Affixes
The Affix system got changed going into The War Within Season 1 retiring most Affixes as well as introducing new kiss-curse ones while also changing on which key level these appear.
- +4 Affixes -- Rotates on weekly basis
- Xal'atath's Bargain: Ascendant
- Xal'atath's Bargain: Voidbound
- Xal'atath's Bargain: Devour
- Xal'atath's Bargain: Pulsar
- +7 Affix -- Alternates between each other on a weekly basis
- Tyrannical
- Fortified
- +10 Affixes -- Alternates between each other on a weekly basis, is always the opposite of the +7 Affix
- Tyrannical
- Fortified
- +12 Affix
- Xal'atath's Guile -- Replaces the +4 Affix
Following you get some useful tips for handling different Mythic+ Affixes as a Protection Paladin.
- Xal'atath's Bargain: Ascendant
- Blinding Light as many orbs as possible.
- Xal'atath's Bargain: Voidbound
- The Void Emissary follows you, keep it close to cleave and target it whenever its up.
- Xal'atath's Bargain: Devour
- Cleanse Toxins yourself whenever its applied to yourself.
Stat Priority
Understand your secondary stat priority and the tertiary stats needed for optimal performance during Dungeons as a Protection Paladin. For more detailed information, visit the Stats and Attributes guide.
Survivability
Damage
Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.
All secondary stats are affected by diminishing returns. Click here to learn more!
Tertiary
- Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
- Leech - Provides additional healing through damage dealing.
- Speed - Niche tertiary that can be very useful and has been proven useful in the past. This makes managing certain mechanics a lot easier.
In general, Leech is really strong for tanks in Mythic+. It can be by far the best stat you can have and allows you to Word of Glory yourself less, which frees up more globals for other things and allows you to do more damage!
Gear
Slot | Item | Location |
---|---|---|
Head | Fullthrottle Facerig | Vexie and the Geargrinders |
Neck | Semi-Charmed Amulet | Rik Reverb |
Shoulder | Aureate Sentry's Roaring Will | Tier / Catalyst |
Cloak | Undercircuit Racing Flag | Vexie and the Geargrinders |
Chest | Aureate Sentry's Encasement | Tier / Catalyst |
Wrist | Everforged Vambraces | Crafting |
Gloves | Aureate Sentry's Gauntlets | Tier / Catalyst |
Belt | Venture Contractor's Floodlight | Operation: Floodgate |
Legs | Aureate Sentry's Legguards | Tier / Catalyst |
Boots | Everforged Sabatons | Crafting |
Ring 1 | Miniature Roulette Wheel | The One-Armed Bandit |
Ring 2 | The Jastor Diamond | Chrome King Gallywix |
Trinket 1 | Improvised Seaforium Pacemaker | Operation: Floodgate |
Trinket 2 | Chromebustible Bomb Suit | Chrome King Gallywix |
Weapon | Rail Rider's Bisector | Darkflame Cleft |
Shield | Titan of Industry | Chrome King Gallywix |
Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.
Slot | Item | Location |
---|---|---|
Head | Waxsteel Greathelm | Darkflame Cleft |
Neck | Strapped Rescue-Keg | Cinderbrew Meadery |
Shoulder | Skyscorcher Pauldrons | The MOTHERLODE!! |
Cloak | Cloak of Questionable Intent | The MOTHERLODE!! |
Chest | Slashproof Business Plate | Cinderbrew Meadery |
Wrist | Fuzzy Cindercuffs | Cinderbrew Meadery |
Gloves | Jumpstarter's Scaffold-Scrapers | Operation: Floodgate |
Belt | Venture Contractor's Floodlight | Operation: Floodgate |
Legs | Galvanized Oxxein Legguards | Theater of Pain |
Boots | Sabatons of Rampaging Elements | The MOTHERLODE!! |
Ring 1 | Wick's Golden Loop | Darkflame Cleft |
Ring 2 | Bloodoath Signet | Theater of Pain |
Trinket 1 | Improvised Seaforium Pacemaker | Operation: Floodgate |
Trinket 2 | Ringing Ritual Mud | Operation: Floodgate |
Weapon | Rail Rider's Bisector | Darkflame Cleft |
Shield | Barricade of the Endless Empire | Theater of Pain |
Trinkets
Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the Raid boss.
Active Trinket alternatives
- Ringing Ritual Mud
- A great alternative to Chromebustible Bomb Suit.
- House of Cards
- Provides you with a massive mastery buff for 15 seconds which can be used in combination with Avenging Wrath and Moment of Glory since they share an almost similar cooldown.
Passive Trinket alternatives
- Cinderbrew Stein
- A defensive trinket that will passively give you absorb shields, as well as primary stat to you and your allies. Comes with a downside of giving a lot less primary stat in comparison to other trinkets of the same item level.
- Eye of Kezan
- A good passive trinket that loses a lot of value in mythic+ because its stacks drop of from leaving combat which often occurs in dungeons.
- Tome of Light's Devotion
- Passive trinket that has its biggest value offensively, make sure to always have the "The 50 Verses of Radiance" buff up.
Embellishments
- 2x Dawnthread Lining.
- Craft preferred on Wrists, Boots, Waist or Cloak depending on your available gear.
A good option for early season is crafting a 675 weapon with Darkmoon Sigil: Symbiosis and a 675 Shield with Writhing Armor Banding. As soon as you get access to a 678 weapon and shield this option loses value compared to 2x Dawnthread Lining.
- Darkmoon Sigil: Symbiosis
- Passive secondary stats with almost 100% uptime.
- Has to be crafted on a weapon.
- Writhing Armor Banding
- Empowering your Darkmoon Sigil: Symbiosis.
- On Wrists, Boots, Waist or Cloak depending on your available gear.
Remaining Sparks
- Crafted items are 675 item level and regular items are 678 on max item level, therefore, it's a small loss to equip crafted items outside of your 2x Embellishments unless you don't have access to other high item level gear on that slot.
Simcraft
To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.
Consumables
- Phials
- Flask of Tempered Swiftness -- less DPS but more survivability.
- Food
- Feast of the Divine Day
- Combat Potion
- Tempered Potion
- Potion Bomb of Power -- group potion, this is a DPS loss for you.
- Health Potion
- Algari Healing Potion
- Weapon Stone/Oil
- Rite of Sanctification -- as Lightsmith in every situation
- Ironclaw Whetstone -- as Templar if you have a bladed weapon
- Ironclaw Weightstone -- as Templar if you have a blunt weapon
- Augment Rune
- Crystallized Augment Rune
- Sockets
- Deadly Emerald
- Culminating Blasphemite -- Unique, use one of each gem colour to enhance your Blasphemite.
- Quick Onyx
- Quick Ruby
- Quick Sapphire
- Culminating Blasphemite is the best raw output option but using Elusive Blasphemite can help you maintain uptime and dodge mechanics easier. This is an extremely minor dps gain in exchange for a valuable 10% movement speed.
Enchantments
Head | S.A.D. |
Neck | Magnificent Jeweler's Setting 2x |
Cloak | Enchant Cloak - Chant of Winged Grace |
Chest | Enchant Chest - Crystalline Radiance |
Wrist | Enchant Bracer - Chant of Armored Leech S.A.D. |
Belt | S.A.D. |
Legs | Stormbound Armor Kit |
Boots | Enchant Boots - Defender's March |
Ring 1 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Ring 2 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Weapon | Enchant Weapon - Authority of Radiant Power |
You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists and Belt.
Races
or min-maxing a Protection Paladin in Mythic+ Dungeons, different racial traits can provide a tremendous benefit to your characters. If this is not your top goal, picking a race that fits your style works just as well.
- Stoneform -- Dwarf
- Might of the Mountain gives 2% crit damage and healing, which is very strong for Protection Paladin.
- Valuable due to the fact that you can dispel yourself or remove dangerous bleed effects.
- Gives 10% physical DR which can be like a small extra personal as a tank for 8 seconds.
- War Stomp -- Tauren
- Strong AoE stun that can be used as a stop that lasts for 2 seconds.
- Brawn gives 2% crit damage and healing
- Arcane Torrent -- Blood Elf
- Strong racial to dispel or purge enemies, the value is very limited but sometimes can come in handy.
Recommendation
II almost always play Dwarf since they are the overall strongest offensive (tied with Tauren) race, as well as being the strongest defensively because of Stoneform ability to remove nasty debuffs.
Macros
Discover recommended macros for Protection Paladin for Mythic+ and watch a quick video guide on creating simple macros for your character.
Taunt at Mouseover --- Mouseover macro for Hand of Reckoning (Taunt) that allows you to get aggro easily from targets that just come into view or spawn without having to change target. If you have no mouseover it taunts your primary target.
#showtooltip
/cast [@mouseover,harm,nodead][]Hand of Reckoning
Boss 1 Taunt --- Casts Hand of Reckoning on Boss1
/cast [@boss1] Hand of Reckoning
Boss 2 Taunt --- Casts Hand of Reckoning on Boss2
/cast [@boss2] Hand of Reckoning
Blessing of Freedom Mouseover --- Mouseover macro for Blessing of Freedom to use on allies (do not use this on yourself as it's less efficient than the next macro)
#showtooltip
/cast [@mouseover] Blessing of Freedom
Blessing of Sacrifice Mouseover--- Mouseover macro for Blessing of Sacrifice that allows you to external someone quickly.
#showtooltip
/cast [@mouseover] Blessing of Sacrifice
Word of Glory Mouseover --- Mouseover macro to use Word of Glory on allies, as with Blessing of Freedom, do not use this on yourself as it is less efficient.
#showtooltip Word of Glory
/cast [@mouseover] Word of Glory
Lay on Hands Mouseover --- Mouseover macro to use Lay on Hands on allies.
#showtooltip Lay on Hands
/cast [@mouseover] Lay on Hands
Cleanse Toxins Mouseover --- Mouseover macro to use dispell on allies.
#showtooltip Cleanse Toxins
/cast [@mouseover] Cleanse Toxins
Focus Target Macro --- This is one of my favorite macros that puts a target in focus on mouseover and also marks the target as "Cross" (red). This is a very very good macro to have for high level play and it also comes with an easy way to clear focus as well.
/focus [@mouseover,exists]
/run if not GetRaidTargetIndex("focus") then SetRaidTarget("focus",7) end
/clearfocus [@mouseover,noharm]
Focus Interupt --- This macro casts "Rebuke" or interrupt on your focus target. It also interrupts your main target if your focus target is out of range or if you do not have a focus target. Very solid macro for general use play.
#showtooltip
/cast [@focus,harm,nodead][] Rebuke
Focus Avenger's Shield --- Macro that puts your Avenger's Shield on focus target if you need to kick or silence your focus target
#showtooltip
/cast [@focus,harm,nodead][] Avenger's Shield
Cancelaura macro --- Here is a very important macro that you want to fill with any buff that is an immunity that you would need to cancel in a given scenario. For example; Divine Shield Taunt fails and doesn't taunt so you need to cancel Divine Shield, or you used Blessing of Protection to get rid of a debuff quickly and need to cancel so that you can continue being the primary aggro target before your allies are tanking instead. In the case of Blessing of Spellwarding, sometimes certain mobs fail to do their primary threat ability on the tank if you are protected by Blessing of Spellwarding, although this is rare.
/cancelaura Blessing of Protection
/cancelaura Blessing of Spellwarding
/cancelaura Divine Shield
Casting Divine Shield --- Essentially this lets you have less delay on casting Divine Shield, if you are for example casting a mechanic in the Raid, or a trinket that has a cast time or pressing flash of light etc.
#showtooltip Divine Shield
/stopcasting
/cast Divine Shield
Word of Glory at Self--- This macro casts Word of Glory on yourself which is very efficient when you want to use Word of Glory as a self heal. I recommend using two binds for Word of Glory, just like Blessing of Freedom.
#showtooltip Word of Glory
/cast [@player] Word of Glory
Blessing of Freedom on Self --- This macro puts Blessing of Freedom on yourself instantly, which is more efficient in terms of pressing faster than if you used a mouseover macro for yourself. In general, it is good to have two binds for Blessing of Freedom, one for mouseover and one for player (self) as it is a lot more efficient.
#showtooltip Blessing of Freedom
/cast [@player] Blessing of Freedom
Lay on Hands Self --- This macro you should use in order to use Lay on Hands as a "self heal".
#showtooltip
/cast [@player] Lay on Hands
Cleanse Toxins Self --- This macro you should use for dispelling yourself as it is more efficient.
#showtooltip Cleanse Toxins
/cast [@player] Cleanse Toxins
Addons
Below, you see a screenshot of the author's User Interface for their Protection Paladin, outlining which addons are used and how they are utilized in Mythic+ to make your life easier.

- Shadowed Unit Frames (SUF) -- Full User Interface replacement
- Addon to replace your Unitframes and other UI Elements with a more clean look. Takes quite some time to configure but there are plenty of pre-done profiles that you can easily import and check out.
- BigWigs -- Generic Boss Mod
- BigWigs is a boss encounter add-on. It consists of many individual encounter scripts, or boss modules; mini add-ons that are designed to trigger alert messages, timer bars, sounds, and so forth, for one specific raid encounter.
- Weakauras -- Jack of all trades
- WeakAuras is a powerful and flexible framework that allows the display of highly customizable graphics on World of Warcraft's user interface to indicate buffs, debuffs, and other relevant information. This addon was created to be a lightweight replacement for Power Auras but has since introduced more functionalities while remaining efficient and easy to use.
- Plater -- Advanced Nameplates
- Plater is a nameplate addon with an extraordinary amount of settings, out of the box debuff tracking, threat coloring, and support for scripting similar to WeakAuras and wago.io + the WeakAuras-Companion for Mod/Script/Profile updates.
- Details -- In-depth Damage Meter
- Most powerful, reliable, handsome, damage meter for World of Warcraft.
- MRT -- Notes, Raid cooldowns, and more
- Helpful addon for raiders, especially for raid leaders and officers.
- Echo Raid Tools -- Notes, Raid cooldowns, and more
- Echo Raid Tools is a World of Warcraft addon designed by Echo Esports to enhance raiding efficiency. It offers "Echo Approved" WeakAuras for each raid boss accessible through an in-game Dungeon Journal interface, allowing easy import and customization.
- Bartender -- Action Bar Changer
- Bartender4 is a comprehensive action bar replacement addon for World of Warcraft. It allows full customization of action bars, including scaling, alpha settings, and visibility based on macro conditions.
Divine Resonance
This aura shows how many Avenger's Shields you have left from Divine Resonance and when they are triggering.

Changes this Patch
Paladin:
- Seal of the Crusader healing reduced by 50%.
- Lightforged Blessing now heals 1% of health (was 2%).
- A Just Reward now has a more just reward, its healing increased by 140%.
- Blinding Light and Repentance now break on a damage threshold instead of breaking on any damage.
- Templar
- Empyrean Hammer now prefers player targets over creatures/summons.
- The Hammer of Light implementation has been revamped to resolve issues such as casting delays, tuning difficulties, and the limited scalability of its infrastructure.
- Hammer of Light now displays the correct amount of damage done by its secondary target damage effect for Retribution Paladin.
- Hammerfall internal cooldown reduced to 0.1 second.
- Lightsmith
- Tempered in Battle: Sacred Weapon’s health redistribution may only occur once per cast.
Protection:
- Strength in Adversity reduced to 3% parry per enemy struck (was 5%).
- Strength in Adversity now displays with stacks.
- Cooldown reduction from Uther’s Counsel reduced to 15% (was 30%).
- Refining Fire damage reduced by 30%.
- All ability damage increased by 15%
- Templar
- Undisputed Ruling has been updated – Hammer of Light grants Shield of the Righteous, erupts a Consecration beneath its target, and increases your Haste by 12% for 6 seconds. Additionally, Eye of Tyr grants 3 Holy Power.
FAQ
The biggest tip I can give is to always figure out why you died in any given scenario and how you can improve. Tanking is tough, with constant opportunities to better use your externals, rotation, and defensives. Recording your gameplay and reviewing Warcraft Logs are great methods. Being good at tanking requires cognitive flexibility—focus on what you could have done better instead of blaming others. This mindset is more rewarding and healthier for becoming a better tank!
Credits
Written By: Tief
Reviewed By: Miniaug