CapJack of the Seven Seas wrote:
Quote:
It's better, but that's not saying much. There's a reason the "cookie-cutter" tanking builds exist. They're the best there is for tanking. Pursuit of Justice, while nice for getting around, is really not that useful for tanking, and can certainly be dropped as well.
To a tankadin who's protection from magical damage is non-existent, the inclusion of a miss chance of magical effects onto 'Pursuit of Justice' makes it more worth the talents to a protection paladin.
True, but it causes incoming damage to be more spikey. A resisted spell isn't always that important as a main tank because incoming healing, in raids, is not reactionary. Healers MUST heal at such a rate that all damaging spells are expected to hit you, because if they don't, it will be the one time where the spell does hit you, and it does kill you. This is why Pursuit of Justice is trumped by Spell Warding. Spell Warding's reduced damage is constant and predictable, and healing can be adjusted as such.
CapJack of the Seven Seas wrote:
It also addresses (pitifully) the non-inclusion of a charge-like ability. The tank cannot get to the enemy within a blink of an eye, but they can run there faster than they would have without the talents.
True, but instead of +12 stam on boots, you could get Boar's Speed, which gives +9 stam and +8% run speed. That 3 talent points in Persuit of Justice gets you 3 stamina, and 7% run speed. Now is it worth it? Probably not. There are no fights that require that much mobility from the main tank, and even if a mob does get away, pallies have both a ranged taunt ability, and a high threat ranged attack. While that may not be identical to Intervene, it also doesn't have the drawback of sending you all the way across the raid to the guy who pulled aggro only to get there and find out he feigned/soulshattered or that someone else pulled aggro in the meantime. :)
iselgar wrote:
Ok, I think Cap Jack is right. That's the ONLY reason i took PoJ was for 3% spell avoid. Speed is nice for Alar.
I really don't think spending 3 talent points for a single fight is wise. First, I would ask which portion of the Al'ar fight would need you to run faster. Since we're looking for a MT spot we'll assume you're on Al'ar both in phase 1 and phase 2.
Phase 1. The only time your run speed will matter is if you're assigned to either of the ramp platforms that Al'ar will return to after a Flame Quill. If the raid is truly falling apart because you get one more flame buffet on them than a warrior or druid does, then you have other issues. However, should worse come to worse, you can easily be assigned to a different platform where your run speed will have no impact whatsoever.
Phase 2. The only times you will move during this phase are either to pick up Al'ar, or to move out of a flame patch that spawned under you. If you need to pick up Al'ar, well, damn man, you have a ranged high threat move, chuck your shield! When a flame patch spawns under you, provided you remember that your character runs faster by strafing to the side rather than backing out, you should have no problems running out before you take substantial damage, if you even take any at all.
I've tanked into Hyjal/BT on my warrior, and so far am in to ZA on my paladin, so trust me, I know about raid tanking. Going from 108% run speed (Boar's Speed enchant on your boots) to 115% run speed (Pursuit of Justice) isn't going to change much of anything, and having a 3% incoming damage resist rate isn't going to change how people heal you. In 5-mans, maybe, but not raids.