HP and AC is a bit low, but not terribly so IMO. What's really killing you is the level. At level 65, I'm sitting in the 6.3k hp 1300AC range in most groups (buff dependant of course), and have no problems tanking golems all day long (although I prefer BoT since the exp is a bit better there once you get a good group going). I'm about average from what I've seen. I've grouped with "uber" guild rangers who have higher HP/AC then my (by a lot! :( ), and I've grouped with warriors who have noticably lower HP/AC then me. There's always going to be a variation, and it will be more pronounced as you get into your 60s (since all folks have to do past that point is work on gear and AAs).
Heh. I was in an open MB raid a couple weeks ago (yeah. I usually avoid open raids, but I wasn't doing anything else at the time). At one point, the RL was asking for tanks to read off their hp/ac. Apparently, a TMO tank was "slumming". Most folks are rattling off figures in the 6-7k range, with a few hitting 8+k. This guy pulls out a 11k+ hp figure... Yeah. He tanked... :)
My point is to not worry too much about getting into a ***** competition with other folks. There will always be someone bigger/badder then you (and there will be some worse as well). Just focus on what you can do, and play to your strengths.
As a paladin, you will generally not have as good an AC/HP as an equivalent warrior. Just acept that. Your strength is two things:
1. You can provide some buff/heal utility to the group. Not a lot, but every bit counts. Drop a HoT on yourself right before the pull so that the cleric doesn't have to (and it'll mitigate the damage that unslowed mob is doing to you for the first 10 seconds of the fight). Heal up folks between pulls. Drop your brells line on everyone for some extra hp. Be ready to drop your LoH on someone when they get a bit too much agro, or an add runs over and whacks them. There are many many ways a paladin can assist a group beyond just sitting there and hitting the mob.
2. Your stuns are your most powerful asset. I'll say that again: Your stuns are your most powerful asset. They do two things. They allow you to get agro very fast, and they will stun the mob for a set number of seconds. In PoP, the most critical part of the fight is the first 10 seconds, when the mob is in camp and is beating on the tank, but it has not been slowed/debuffed yet. This is where the paladin shines. We can do something that no other tank class can. We can utterly stop the mob from doing damage during that first 10 seconds. Pull with a low level stun. Drop a higher level on (that'll work) as it arrives in camp. Follow up with a second one timed to hit before the first wears off. Done right, you will take *zero* damage from the mob until after it gets slowed, and you'll have generated enough agro such that the mob will stick to you for the rest of the fight without any more work required.
59 is an akward level though. You are a bit high for PoJ and PoI, and PoN/PoD are getting a bit sluggish as well. The other problem is level ranges of mobs as they affect your stuns. I think I've got these right, but I'm going by memory so some of them might be wrong.
55 and lower:
Cease, Desist, Stun, Holy might, Force.
61 and lower:
Force of Akera, Quellious' word of tranquility
65 and lower:
Force of Akilae, Quellious' word of Serenity.
68 and lower:
Divine Stun (AA ability).
The problem is that until you hit level 62, you cannot stun mobs that are 62 or higher. Some of the cave mobs and the occasional crawler or spider up top in PoV will be below 61, but pretty much everything else will be higher. If you are at any of the castle camps, pretty much nothing will be stunnable. Also, those mobs hit hard enough that you'll get pretty smeared during those first 10 seconds. Once you hit level 62, you should be able to start tanking there and be really effective.
I would suggest restricting yourself to tanking in caves groups if you can. If you do go fight golems, being the MT may not be the best idea. You *can* do it, but your group will really be better off with a tank even just a few levels higher. Of course, since paladins generally have pretty sucky DPS, it's a bit harder to get a group if your tanking ability really isn't up to par. Even if you aren't MT, there's an expectation that you're going to be able to offtank if needed (or take over if the MT goes down). That's why groups get a second tank class.
You can still get decent exp in other zones if PoV isn't working for you. PoN docks is still pretty decent exp (it'll get you past the hump you're on). PoD castle is good exp. I just personally found pulling there to be a nightmare. If you can get a group with a bard or ranger pulling, you can tank pretty well. Another alternative (which may or may not be feasable for you), is PoH. A level 59 paladin can certainly tank there. Even the entrance area is pretty good exp at that level, and pretty much all the mobs there are under level 55 (meaning you can do all sorts of nasty things to them). There's enough of a ZEM, and the mobs are wimpy enough (in relation to PoP mobs), that I've sometimes gotten better exp rate there then in PoP. Kill rate is just that much faster. I ground through 59 and 60 in PoH and that worked very well for me. The only problem with it is that you're going to need someone to port you up (and you'll need a port out). Not something a pally can do on his lonesome, but maybe try getting a guild group together. It's a lot of fun...
In the same vein. Veksar is great as well. Revamped at the same time as PoH, and about the same level range (and general coolness). Great loot. Great groups. Well designed zone. And without the super heavy hitting that is a staple of PoP mobs (although they aren't pushovers either). Just another zone to think about. Exp is good there as well...
One more thing. Kinda off topic a bit, but someone mentioned pulling golems in PoV. Both castle camps (we call them WC and EC for west castle and east castle), have a set of golem spawns. With the exception of the rock way in the back of EC that has 3 golems close together, every single golem spawn is out of social range with every other golem spawn. You should be able to single pull golems all day long in WC. Once you break the spawns at the rock area in EC, you should be able to single pull those as well. You do have to figure out the correct order to pull them, but once you do that, pulling in those camps becomes just a matter of grabbing each golem as it respawns, pulling it to camp, killing it, then grabbing the next one. There should be no issues with pulling there.
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King Nobby wrote:
More words please