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| Tannyr's Guide to the "96969" Paladin Tanking Rotation
5 Average: 5 (11 votes) PurposeThe purpose of this guide is to introduce, explain and illustrate what is often referred to as the "96969" Paladin tanking rotation. A practical method for using the rotation is provided as well as techniques for handling interruptions and using additional abilities with the rotation. BackgroundA Paladin tank generates extra threat, damage or mitigation only when using class abilities. Therefore idle time between ability uses should be avoided. The 96969 rotation effectively uses five key Paladin threat and mitigation abilities as often as possible with no idle time. Most raiding Paladin tanks use the rotation and it should be mastered by aspiring Paladins who intend to tank.This guide was created during patch 3.0.9 Table of Contents:
It's All About the CooldownsWhen most spells or abilities are used, they trigger the "Global Cooldown" (GCD), a 1.5 second period during which no other spells or abilities can be used.
Below is a graphical depiction of the cooldown concept for "Ability 1" in a format that will be used shortly to show the entire rotation. All of the abilities in the rotation are instant-cast, so no cast-time is shown.
Here is how we would show two different abilities executed one after the other using this graphical notation:
And for the last graphical example, here is the previous 1-2 sequence followed by using Ability 1 again.
Paladins have an arsenal of abilities that (with a little talent and glyph help) can be used in an endless rotation that uses an ability every time the GCD allows.
Rotation AbilitiesTwo 6-second cooldown abilities are used in the rotation:
Consecration and Holy Shield both have 8-second cooldowns. But this is not a problem since the Paladin can still use these abilities every nine seconds and that is the key. However, the Judgement abilities all have 10 second cooldowns. This would leave the Paladin standing idle for one second every nine seconds which would greatly diminish the effectiveness of the rotation. Fortunately, we can (and must) spend one point for Improved Judgements (Rank 1) (a 2nd-tier Retribution talent) to reduce the cooldown by one second. Spending the second point in Improved Judgements (Rank 2) is considered wasting a talent point since you will not be able to use Judgement more often than every 9 seconds in the rotation. Requirements
The RotationHow do these abilities fit together in a perfect rotation? Like this...
[Back to top] ImplementationIt is risky to try to give advice to a knowledgeable audience so instead I will describe my method of implementing the rotation. You may adopt or adapt as you see fit. ChallengesThe 12-part sequence is not easily memorized or recalled during battle. My SetupDuring battle, my right hand is on my mouse for moving and targeting. My left hand is on the keyboard in "home row" position (like a touch-typist). Spells and abilities used during battle are all mapped to keys associated with the left hand. I created an over-sized (150% size) hotbar for the five abilities in the rotation.
I mapped these buttons to left-hand keys (S C D R and F) and displayed the bound keys on the buttons as shown above. Since I am glancing at it constantly, I put the bar below my avatar's feet, about 1/4 to 1/3 up from the bottom of the screen. This is well inside the periphery where most buttonbars are usually kept. I use OmniCC, a fantastic Cooldown Counter addon by Tuller that puts cooldown timers directly on buttons.
My MethodHere's what happens on a pull: As the target approaches I use a 9-second ability, usually Consecration ("C") to start building aggro over time. For a boss or otherwise hard-hitting mob, I might instead use Holy Shield ("S") for mitigation up front. Then as soon as I can (when the GCD allows which is 1.5 seconds later), I use a 6-second ability following this simple logic:
Knowing that I just used an ability on the "right" side (Hammer of the Righteous), I glance to the "left" side and pick an available ability.
I have a choice of either Holy Shield ("S") or Judgement ("D"). I choose quickly, the decision can only take 1.5 seconds. I choose Holy Shield ("S), and now I see this, looking to the right side for my next ability:
Obviously I can only choose Hammer of the Righteous ("F"). From here the choices are automatic, only one ability per side is ready when needed. I just keep alternating sides and the rotation falls into place! Note that the key-letters are hard to read in these screenshots, but by the time the GCD is completed, the buttons corresponding to available abilities are completely bright and easy to read as they are in the first sample action bar above. Here is a graphical depiction of the left-right alternating sequence:
Quiz - Try it yourself!You have just cast Judgement, a left-side (9-second ability). On which side is your next ability? Glance below to determine which key to press.
Practice #1: Set up your action bar, map your keys and find the target dummies in a major city. Practice until the rotation seems natural and you are alternating sides easily without delay. InterruptionsIf I am silenced, stunned, thrown, slowed, CCd, victimized by lag or otherwise incapacitated or interrupted for several seconds, I don't panic or get confused. As soon as I regain control, I simply choose an available ability on the right side, then one GCD later choose one on the left side. I'm back into a rotation in no time. It might not be the exact sequence I had before the interruption, but that does not matter. By alternating sides I am into an efficient rotation. I don't think there are any boss fights where the rotation is used uninterrupted from beginning to end. Some attack or scripted event will disrupt the cycle and you will invariably need to recover. I believe the left-right system is a very effective method for establishing or re-establishing a 96969 Paladin rotation. Also, in the next section we'll discuss using non-rotational abilities and the same "recovery" skill will be used to do this, so we should be very comfortable with it. Weaving in Other AbilitiesPaladins have other useful abilities besides the five in the 96969 rotation. I will show how I weave these into the rotation. Here are the most common abilities I use shown in increasing order of their cooldowns, so that those at the top of the list can be woven in more frequently:
If you want to know the practical method for weaving abilities and skip the GCD explanations, go to the summary at My Weaving Setup. If you want to know the How and Why, continue. When I first sketched out the rotation cycle (repeated below), I thought everything packed together so perfectly that introducing any new ability would wreck the cycle.
But the key to understanding weaving's simplicity is to realize that we are attempting to stack red GCDs as closely together as possible, not necessarily yellow ability cooldowns. The yellow ability cooldowns simply constrain how closely we can pack the GCDs on the same line. Our focus is really on the red GCDs as shown below. We just want them to be back-to-back-to-back so that we are using Paladin abilities as often as possible.
When we weave in an ability that is not normally part of the rotation, we can simply insert its GCD into the chart. The GCD chart below represents weaving Hammer of Justice into the rotation.
Below, the yellow ability cooldowns are added to the diagram. Inserting the new ability simply postpones every rotation ability for one GCD (red arrows).
First Unmodified Rule for Weaving: After a non-rotational ability is used, simply pick up where you left off, using the rotation ability that was ready when you used the non-rotation ability as illustrated above. (This will certainly work but we can make improvements.) First Refinement to WeavingIn practice, the 6-second abilities Shield of Righteousness and Hammer of the Righteous are so efficient compared to the 9-second abilities that we don't want to postpone them by even one GCD. If you look carefully at the previous diagram, you will notice that there are actually two abilities that can be cast after Hammer of Justice's red GCD ("F"). Consecration ("A") which is the one shown as being cast next and Hammer of the Righteous ("D") which is postponed in the diagram.
Now after the cast of the Consecration (purple "A") there are again two abilities available: Holy Shield ("C") which is the one shown as being cast next and Shield of Righteousness ("B"). Though there are possibly rare exceptions, the Paladin will usually prefer the 6-second ability to a 9-second ability.
Now after casting Holy Shield (purple "C") we have a little GCD collision between Hammer of the Righteous and Judgement. Both are available but we can only cast one. Again the Paladin will typically choose the 6-second ability, so we'll push back Judgement (purple below). I'll also add another dimmed Shield of Righteousness to line "B" to show that no GCDs are missed:
First Modified Rule for Weaving: Treat the weaved ability as a 9-second ("left") ability and return immediately afterwards to a 6-second ("right") ability. Continue rotation from there. This uses the 6-second abilities as often as possible. Note that upon returning to the "left" side (9-second cooldown side), the Paladin actually has two abilities to choose from as shown by the circles below:
This is very similar to starting out the rotation where we have more than one ability on a side to choose from. Our choice determines the ensuing rotation order. Being able to change the order of the 9-second abilities is a side-effect of weaving since the yellow cooldowns for the 9-second ability that got "skipped" plus the next natural 9-second ability are both completed by the time we get back to the left side. Second Refinement to WeavingLets extend the GCD-shifting idea by making a switch to the previous diagram. Lets switch A and C:
Finally lets switch A and E:
We have effectively placed all of the GCD delays into the original ability that was due when we wove the non-rotation ability. ("A" was originally due when we wove in "F"). Due to the meager damage and aggro caused by the Judgement abilities and the 20-second duration of their effect, Judgement can be skipped for an entire 9-second cycle after weaving in a non-rotation ability. This keeps its special effect up for your party but allows you to use the two stronger 9-second abilities as often as possible. Second Modified Rule for Weaving: Weave a non-rotation ability by using it in place of Judgement. Then do not use Judgement again until it is the only ability off cooldown on the left side. This will skip Judgement for a 9-second cycle, keep its effect up throughout (it lasts 20 seconds) and use all of the stronger abilities as often as possible. My Weaving SetupHere is a slightly expanded view of my action bars:
The abilities I weave most often into the rotation are right beneath by my left-side abilities as a visual cue to use them in place of left-side abilities. Summary:
Practice #3: At a training dummy, practice weaving Divine Plea, Hammer of Justice and Avenging Wrath into the rotation in place of a 9-second ability (note that Exorcism and Hammer of Wrath cannot be used on training dummies since they are not undead/demons and their health does not fall below 20%). Recover the rotation by starting with a 6-second ability and do not use Judgement until you must. This is actually easier than Practice #2. Practice #4: (optional) At a training dummy try to weave the abilities in place of Judgement and then do not use Judgement again until you must. This is an optional technical refinement due to Judgement's relative weakness. Mastering Practice #3 is certainly satisfactory for practically all tanking encounters. The Future of Exorcism?Blizzard has announced changes to the Exorcism ability for PTR 3.1 . Blizzard Staff wrote:
Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. We must wait and see what they do to the damage, mana cost and cooldown, but if the numbers don't change too much, this will be a powerful spell to add to the rotation. Its cooldown of 15 seconds, however, is not rotation-friendly. A possible solution is to alternate this strong ability with the relatively weaker Judgement. This would use Exorcism and Judgement every 18 seconds and still use every GCD:
Here is the conceptual sequence logic for this modified rotation:
The 96969 Paladin Tanking Rotation is an efficient way for a Paladin to maximize threat and damage mitigation by stacking key abilities as often as possible. The left-right system of categorizing and visualizing the 9- and 6-second cooldown abilities used in the rotation is an effective and intuitive way to establish the rotation, recover from interruptions and weave in non-rotation abilities. - Tannyr
| About the author:Server Location Occupation Interests Main Character Tannyr - Protection Paladin Level of Addiction Guild Arena Rating User login |
Revered Member
Hello again
Hello again
Today I figured out a macro to weave Judgement and Exorcism. It sure makes it a lot less confusing for me!
With this simple macro you can weave Judgement and Exorcism and not have to think about it.
Just trying to help now that I've hit 80 with my pally
last night to be exact!
Moderator
Is there any way to make
Is there any way to make this macro reset to the judgment after a certain number of seconds instead of just alternate? I don't think there is but I thought I'd ask
Yes there is. your macro
Yes there is.
your macro would look like this:
/castsequence reset=x Judgement of, Exorcism
where x = number of seconds you want it to wait till it resets.
Reference: http://www.wowwiki.com/Making_a_macro
Moderator
Thanks! I think I vaguely
Thanks! I think I vaguely remembered that reset command but thought it fell under the timed/pause taboo for macros. I like this particular weave better because, if you end up weaving other abilities and skip Judgment for too long, this will allow you to refresh the debuff on the mob when needed.
Revered Member
I don't think so.
I don't think so.
3.1
I'd just like to say that this is an amazing guide and I will be sure to use it when my pally hits 80. I know you mentioned that Blizzard where thinking of changing exorcism, well they have. It does indeed hit every target, and whilst I do not use any rotation at the momment I am finding it amazing for my pally (71).
Great Guide!
This is definitely the best explanation of the 96969 rotation I've seen. I'm gonna have to give the key bindings a try. I use Alt as my modifier now and it has been working pretty good, but I also see how my rotation was not as efficient by repeating the same rotation each time. I think the Left-Right layout will be pretty useful and seems pretty easy.
Thanks!
Any other way?
I read through most of the guide and I think your "left side right side" way of organizing the 96969 rotation is really cool and effective. The only problem I have is this - "During battle, my right hand is on my mouse for moving and targeting. My left hand is on the keyboard in "home row" position (like a touch-typist)."
I haven't tried using my mouse for running and targeting, but I'm quite used to using WASD for movement. Is there another way to implement your style of the 96969 rotation while keeping WASD intact for movement? Or would I have to train myself to use the mouse for movement?
Thanks. (:
Right-Hand Mouse
I've used the mouse to move and steer since EverQuest because the person who showed me that game did it that way.
I have heard that mouse-steerers can change direction (e.g. turn 180°) faster than key-steerers. For example, when "turning a boss around" to face it away from friends, I can zip under the boss and turn around to face it nearly instantly with my mouse.
I do think that combat abilities should be mapped to keys you can press without looking at. So this should be the opposite hand you use to manouver and steer (whether it is left-hand WASD or right-hand Arrows or right-hand mouse).
So in your case if you prefer to use WASD, just map the abilities to right-hand keys and see how that works for you.
- Tannyr
Moderator
As an up and coming paladin
As an up and coming paladin who is currently learning to implement exactly what you are talking about, here is what I do:
I find it very comfortable to hit the "alt" key with my thumb while keeping my fingers on the q-t buttons (with tab in easy reach of my pinky). Therefor, I use alt as my major modifying key. My q-t row normally controls the major 96969 buttons, but with alt held down, I use w for strafe left, e for back up, and r for strafe right. Forward movement is still very natural for me to use the mouse, but you could easily modify this strategy to work for your own tendencies.
Hope this helps
Revered Member
Before playing WoW I used to
Before playing WoW I used to play Battlefield 2142 quite a lot. The way the keys were mapped out meant sprint was Shift, and Control was crouch. I found that using fingers 1,2,3 (if you know what I mean) on the WAD keys and using your little finger on the control/shift is easy to do. Because of this I generally use them as my modifiers. However my mate cannot do this at all, but I would still recommend trying it.
To be honest I think it comes down to what is confortable for you and what you will find easiest.
Exalted Member
Havn't tested it, but I
Haven't tested it with a paladin, but I recon that you could also use Alt + Mouse Buttons (first the two on the sides, then scroll forward, press scroll, and scroll backwards).
I use these keybindings on my rotations on various classes.
Prot Build
Hi Tannyr,
Great guide, nice use of visual aids. I have been Pally tanking for some time and this guide helps see the rotations us Pally tanks deal with in black and white.
I tend to use macros more to juggle the 969 rotation but might now adapt to a more customisable approach as shown. Thanks.
Can i just go off topic slightly and suggest an alteration to the spec you use.
you may have good cause for specing into the Ret talents : Improved Blessing Of Might & Heart of The Crusader but if i may suggest dropping the 4 points here and 1 from Benediction and picking up Reckoning in the Prot Tree as you know damage is threat and Reckoning procs are up all the time producing extra swings inturn extra threat. When it comes to 25 man raids which most good tanks aspire to then you would have a Ret Palidan already spec'd into Heart of the Crusader and Imp Might effectively making these talent points wasted aggro.
Please correct me if you or anyone has another point of view i have over looked.
Thanks again for the handy Guide.
Builds
Thanks Adswalker for your comments.
This guide is limited to a discussion of the 96969 rotation and a visual way to implement it.
I intentionally do not discuss gear, talents or strategies in the guide because I am not an expert and people will always disagree on these topics.
- Tannyr
Prot Build
No.
Reckoning is utter crap for tanking, NEVER think anything else. The more times you attack from the front, the more chance the boss has to parry your attack.
If they parry it, their swing timer goes down by 1 second. This is just asking for taking more damage than you need.
A lot of tanks take 3/3 Heart of the Crusader for the same reason you take 2/2 Judgements of the Just; sometimes you just don't have a ret paladin/DPS warr to do the debuff for you, and it's an important debuff.
2/2 Pursuit of Justice is amazing. It sounds horrible for tanking, but remember; what is the most important thing to a tank? Position. If you are in the wrong position, you die.
Admittedly, it's a personal preference, but one I find highly useful, not in the least for tanking Anub'rekan. It helps you position that boss away from the group faster (Sarth and Sapph) and it helps you switch polarities faster (Thaddius). If you are in the wrong position in any of these fights, people die, and we know the lag gods all hate us and lag at just that perfect time to wipe everyone.
Any good tank almost requires at LEAST 1/2 Imp Judgements, and most take another point in case of lag.
Talent tree for 3.0.8
http://www.wowhead.com/?talent=sZaxVAouMteIRGoxf00b
Talten tree for 3.1.0
http://ptr.wowhead.com/?talent=sVZV0tAbuMGsIufdxf00b
Yes, there are no talent points in Divinity. None whatsoever, and that was for a reason.
Bluntly, as a talent, it sucks. For one, it's 1% per talent point. Most plus heals are 2% per talent. It's a waste of talent points you could place in areas that are your job.
That brings us to the second reason; it isn't your job to raise healing. That is the healer's job. Your job is to keep aggro and not die, and your talent points are much more well spent doing those things. I wouldn't dissuade your from it if your guild needs that much more healing by barely to take down Sarth+3 or something, but it flat out isn't your job to help heal, especially with such a completely crappy talent.
Go for tanking related talents on your tank. Otherwise, why not go all the way and tank holy spec? You could really help keep yourself alive then.
Oh wait.
No divinity?
I personally heavily disagree with your mentality. As a tank you have 2 prime directives, 1: keeping your fellow players from dying, 2: staying alive so you can accomplish that. The simple fact is your talent build sacrifices a 5% total overall healing to you for heart of the crusader and pursuit of justice. Odds are you have a ret paladin in a 25 man raid, odds are they have heart of the crusader, therefore you don't need it, it's a wasted 3 talent points. Pursuit of justice does not warrant the 3 extra points you have to spend in the ret tree for the speed bonus it has over Tuskarr's Vitality enchant for your boots, -especially- when you're passing up 5% total increased healing on yourself for it. I don't care how good your healers are or how good you expect them to be, you should have divinity.
Moderator
This all matches what I've
This all matches what I've read, though I am NOT experienced in any way, I've just been reading up on Pally tanks. That said, for folks who want a detailed discussion of builds and other techniques, check out maintankadin.com. They have a good basic and advanced "FAQ" that are basically small tanking guides. Seemed high quality and quite helpful to me, but again I have almost zero pally tank experience so it may be complete rubbish!
Revered Member
Hey again, Tannyr! I just
Hey again, Tannyr! I just have one teenie suggestion for you.
For the Paladin noobies like me, could you recommend a talent build? I know you have your required talents, but I don't want to waste points in Improved Hammer of Justice if I don't need to.
So if you could just recommend a build, I think your guild will be 100% perfect!
Talent Build?
Hi Shinke thanks for your suggestion and interest.
I guess if I had to, the talent build I would recommend is my own: Tannyr on Terenas.
But please note: I thought I could write a good guide on the 96969 rotation and the left-right technique I developed to make it easier to use. I tried very hard to limit the scope to just that. I intentionally don't discuss specific techniques, general tanking strategies, bosses, builds or gear because there is just too much I don't know.
There are lots of good resources however:
- Elitist Jerks' Paladin Forums
- Tankspot.com
- Maintankadin Forums
- and eventually our own wow-pro class guides as more are written and submitted.
p.s. I like Improved Hammer of Justice.
- Tannyr
Honored Member
I think this is a great
I think this is a great guide Tannyr, good layout & formatting and everything is explained so well. I love it.
I do agree with Shinke though with regards to mayube icluding a talent build for it. Maybe somewhere at the beginning of your guide just include a couple of variations on Tankadin builds, just to make it that much measier for a Tankadin-wannabe able to get the most out of it as possible.
I love this guide, annd I'm going to be levelling a Paladin at some point in the near future I thik and eventually would like to tank with it so I will be using this guide without a doubt. Though as for speccing I have absolutely no idea whatsoever about what talents to choose lol Obviously you have explained the key talents and skills for this rotation and this does help no-end. I just personally feel that including an example spec or 2 would take this guide from amazing to the level of godlike.
-Skumball
Moderator
Well, I think Tanyr meant
Well, I think Tanyr meant this to be an "advanced" tanking guides, and not the first thing nooblets like me read
Perhaps someone will write a nice beginner's Pally tank guide for WoW-Pro, but I can see how Tanyr would consider it out of the scope for this guide.
Not exactly "Advanced"
I don't consider it an "Advanced" guide so much as a "Specific" one. The 96969 rotation is one tiny piece of a Paladin tank's overall knowledge-set. I thought I had discovered/developed a clever way to implement 96969 and I thought perhaps people might like to read it.
This guide would logically be part of a larger tanking guide that I would very much like to read but am not at all qualified to write. Please don't think I am being falsely modest. Check out Tannyr's wowarmory profile, you will see that I am not über.
- Tannyr
First I want to say thank
First I want to say thank you.
If all guides were written half as well as this the world would be a better place ..
I guess its my lack of playing a tank (I went 70-80 as a retard, ret tard? ,ah you know.
anyway I am just learning how to tank and I found myself getting confused on what I had just done and where I was in the rotations.
at first I tried making a couple of macros
/castsequence reset=9 Consecration,Holy Shield,Judgement of Wisdom
/castsequence reset=6 Shield of Righteousness, Hammer of the Righteous
maybe hit 1 2 1 2 1 2
well it starts off fine but soon ran into problems.
if something happens and you have to stop to do something. I was always wanting to come back with a 6 sec spell.
But I know that I am restarting and should start over with a 9 second...just like a new sequence and not some modified continuation. IS this correct?
Overall I believe its experience and practice...5 minutes on a dummy is not enough...at least for me.
Is there a way to put my action bars right below my point of view in the format of the bars you show in My Weaving Setup
I can put bars there but I just want the skills you have in the 2 bars you show, not a full 10 skill bar.
again thanks for this great guide...it is one of the best I have ever seen
Bar Mod
Thank you Sparks for your kind words.
Let me address some points you raise in order:
When using the rotation the way I recommend, you don't need to remember what you've just done or where you are in the rotation. You only need to remember which alternating "side" you are on and choose an available (i.e. not on its own cooldown) ability. The OmniCC addon I recommend helps a lot. If you see a number you cannot use that button/ability. Pretty simple!
So in my opinion this makes the rotation so simple that you don't need macros. It gives you more control after you are interrupted or weave in a non-rotation ability too.
You can begin the rotation with a 6-second ability instead of a 9-second ability, so when interrupted you do not need to start with a 9-second ability. In fact, I recommend against it (there are always exceptions, for example if you need to pick up a small pack after an interruption then use Consecrate).
I happen to use Dominos which lets you have bars between 1 and 12 buttons wide (or high).
You can put them anywhere on your screen (mine go right below Tannyr's feet) and enlarge them up to 150% of normal size, which I do for the main rotation buttons.
The buttons in the guide are from screen-prints of my setup.
Also map the buttons to key-presses instead of using the mouse. That makes execution much simpler. Keep practicing!
I hope this helps.
- Tannyr
Moderator
You'll need a bar mod. I
You'll need a bar mod. I highly recommend Dominos, it's very easy to set up and use. Others also use Bartender 4 for this purpose.
Moderator
Hi Tannyr! I just read
Hi Tannyr!
I just read through this again with the intent of actually digesting the information, as my pally is now level 66 and just specced to prot. I just wanted to let you know again how awesome and useful this guide is for newb pallies such as myself. Thank you so much for writing it! The graphics, while initially a bit overwhelming, actually do a great job of explaining your meaning. You rock!
Welcome!
You are welcome Jiyambi, it is pleasing to see the guide so appreciated.
I made an edit shortly after initial publication where I include a link that skips over many "optional" diagrams that show the GCD shifts associated with weaving in a non-rotation ability. Understanding these shifts really isn't necessary at all so long as the left-right technique is followed. Maybe I should remove them entirely?
- Tannyr
Moderator
No, I really enjoyed seeing
No, I really enjoyed seeing the process on how you got to your conclusion. Leave it in!
Libram of Obstruction
A very interesting read and great description of what I now realise I have been intuitively doing.
One point though, just to confuse things abit, how would you take into account the buff from the Libram of Obstruction (http://www.wowhead.com/?item=40707, probably the only real end game tanking libram that most tanks will get). The 352 extra block value it gives for 5 sec after a judgement has a significant impact on damage output for the Shield of the Righteous as well as damage mitigation from blocking over the course of any encounters.
Has anyone done the numbers to compare a 96969 rotation above with say a higher rotation of judgements, possibly aided by none, one or two points in Improved Judgements. I tend to tie my judgements with the SotR as either the 1st or 2nd spell to follow it.
Looking forward to your comments.
Libram of Obstruction
Thank you Tanka for your comments.
Two quick notes and then my opinion:
1. I tried diligently to limit the scope of the guide to an illustration of the Rotation and a handy way to implement it and recover back to it.
2. I am not a theorycrafter and there is a lot about tanking I do not know and have not seen.
My opinion is that any currently-available benefit achieved by breaking the perfect left-right rotation is not worth it. There is a break-even point however, and as an extreme example if the Libram increased block value by 25,000 then I would certainly abandon the Rotation to maximize Libram-utility. I do not know exactly what the break-even point is, but I think it is higher than 352. This is just an opinion and I do not have a provable justification for it.
I will take this opportunity to make a few more comments about Judgement because you bring up a good point that I ignored:
Although my guide disparages Judgement as the weakest ability in the rotation, it can have many beneficial side-effects based on gear and talents:
Except for the Libram's 5-second buff to SoR, each of these effects lasts 20 seconds.
If a Paladin is geared and spec'd to take advantage of all of these, care should be taken not to skip two Judgements in a row, or perhaps skip a different left-side ability (the mana-consuming Consecration is another popular choice) instead of Judgement when weaving or recovering.
Thanks again for your comments Tanka.
Perhaps someone has a more rigorous mathematical treatment to share.
- Tannyr
Avenger's Shield?
Really what I needed to figure out a good rotation. Now I have to get my action bars set up! Can I ask why there is no spot for Avenger's shield? I'm guessing that I am missing something here.
Avenger's Shield
Perhaps with the upcoming patch (3.1) it might make sense to weave in Avenger's Shield if you need to interrupt a spell. But you certainly don't need Avenger's Shield to hold aggro if you stick to the rotation. Also it is rather expensive mana-wise and I find it more convenient to simply save it for starting the next pull.
But when the next patch comes out it will be a nice silencer on a 30-second cooldown. It will probably be used more, good suggestion!
-Tannyr
Good job!
I must say ive been to many pala focused sited to get this rotation and spell usage explained to me while leveling my pala, but found none in this qualety so thumbs up very good, ill be testing this on the next instance run, but my TPS jumped to the double from what is was (hadnt trained from 75-79)just after i knew of the rotation, and thats with out the right rotation and usage of spells with loads of waiting on GCD , so ill be very impatient now to try this out again to see what my undergeared pala is doing on the TPS.
Honored Member
fantastic guide
My paladin end-game knowledge is very limited, but I have to say that this guide seems to be one of the bests I've seen (Don't worry Jiramby yours is the best
). Without any experience I could easily follow it and understand it.

Perfect formatting, good explenations, I don't know what to say...
Simply amazing
Moderator
LOL honj93, I think it's
LOL honj93, I think it's fair to say that this guide is as good as mine. They don't serve exactly the same purpose, as this one is much more focused, but it's incredibly in depth and very well laid out.
Anyway it's not a competition!
Again, great job on this guide.
Simply amazing...It's all so
Simply amazing...It's all so clear and detailed. Will be showing this to the prot pallies in my guild. Not sure if they use this rotation or not.
Awesome
This is so awesome its not true. Thing is though, on my pally I pushing random buttons one after the other, then when the icon stops being a clock, I push it again! I'm guessing you are a better tank than I am though
Excellent job!
Tag.
Trusted Member
WoW
Wow, this guide is amazing...one of THE best I have seen on this site. The information is excellent, the formatting superb, and the diagrams a great extra touch. I have a level 30 something pally alt that I may have to start working on now. Maybe I can actually tank one day, and I'll definitely be using this guide. My only possible criticism (and I use that word very lightly) is that the diagrams with the GCD's etc. confused me a bit. Maybe it's because it's 1:45 AM where I am and I just have to go back and re-read it at a later date. Anyways, the entire guide is great and I am glad you took the time to make it.
~Tene
"As if you could kill time without injuring eternity."
Thanks
Thanks everybody, I'm glad the guide has been so well received.
I am thankful to Jame and his leveling guides, this is just my way of trying to contribute to the community.
- Tannyr
Absolutely amazing guide.
Absolutely amazing guide. After reading the guide, I decided to give it a try on my last night NAXX tanking.
IT IS GREAT. I can hold aggro easily and quickly in any encounter so that I could concentrate on other tactic thing, such as 4DK exchanging tank, shouting on voice channel to those AFK DPS^^.
I read about 96969 tanking rotation before but never try. Because I had no threat problem on tanking and they are too difficult to use. But with your suggestions, 96969 rotation become a piece of cake and make paladin tanking not just a facerolling. I strongly recommend every tankadin to read and use it.
Thank you, Tannyr.(That's why I create this wow-pro account)
Moderator
Absolutely excellent. I'm
Absolutely excellent. I'm leveling a prot pally now, I was hoping for her to be my next 80 after my 70 rogue gets up there. Then I would have a tank, healer, and DPS all at 80! When she starts doing instances, I am going to study this in depth. It looks extremely well thought out and well laid out. Great job!
Honored Member
Jesus Now that's really
Jesus
Now that's really awesome work
Great job . . . . With the
Great job . . . .
With the incoming dual specs, I'll be leveling up my pally and going prot/holy. This will help a lot !!
Administrator
Wow, I totally missed that
Wow, I totally missed that one. It's outstanding! Great job. I'm bumping this up to the top of the list!
I do have one small suggestion though: add "Back to the top" anchor tags
Revered Member
Very nice, high quality
Very nice, high quality guide.
I...I don't even have a tip for improvement!
Good job