It almost seems like
"this" is the foundation of a common Prot build (PVE). The last 5 points going to more situational (aka; preference) talents.
NOTE: Spell Warding is not a make-or-break talent. I have it, and since it's a passive ability (you will not see "Spell Warding Absorbs XXXX Damage") can't say I "notice" it, but if I were to add up ALL the damage I've taken from spells since I've had the talent, then figure that as only 96% of the damage, I'm sure the extra 4% "not received" would be large. But I can say, that this has never "saved" my groups (or my own) butt. Ardent Defender takes the trophy for that.
Precision: A very good solid talent. I would recommend taking 2/3 precision if you go with 5/5 Reckoning & ditch Spell Warding. This will help you all around, solo & group tanking. Be warned though, I can not speak for Raiding, as I have never tanked in a Raid at Lv70. But for me, Precision is very helpful with all other content. I will be taking this again over Spell Warding when I re-spec, if still specing for protection.
PoJ: Similar to Spell Warding, except you get an extra travel buff. Very nice if you are pre-Lv62, but unless spell damage is a primary concern I would ditch this when you get Crusader Aura as the effects do not stack and running 15% faster is no Intercept, so big deal. Hardest part will be adjusting to slower run speed... which is not hard at all. Plus there are other ways to increase run speed (that again, will not stack with PoJ), but there may not be any other way to increase play performance other than the talents you will take besides this one. Pre-Lv62, and especially pre-Lv60? yes, the speed buff (I feel) is huge while questing.
Imp. JotC: Don't knock this one. Often over looked, but when you have a group, +3% chance to crit from ALL players attacking the target adds up. Don't view this talent as a source of major damage for soloing, this is more for group situations when you're prot spec.
Imp. Judgement: Nice talent, This will increase damage & your probability that Judgement will be active to spike threat after a taunt (hit or miss) or any other time someone pulls agro. Talent with also two benefits, +damage & increase to tank effectiveness. I feel this pairs very nicely with Imp. SotC. The downfall with that combo... you will be giving up Reckoning.
Prot buld at 60:
with PoJ. Make sure you have some heavy +stam gear on you and you will be fine tanking the early outland runs. Don't expect to clear the final boss in Ramparts (the Rider & Drake... forget names) without an over leveled/geared healer... no matter what your spec is.
Build at Lv62:
with crusader aura. This is how I would do it if I was leveling all over again. With crusader aura & just about to break into the tougher outland dungeons, you will want stamina as a best friend. The closer to 70 you get, the more avoidance you'll want. This is why +5% to parry isn't a "huge" deal at 62... but to time it for 5/5 when you hit 70 seems perfect. Considering if you quest solo, you do not want to give up Precision & Reckoning. Killing solo is slow enough... keep what damage you can get -.-
Just my perspective on how to talent levels post 60. Others may have better advice.
Fifemoo wrote:
Lastly! What's my main source of damage as a leveling prot tank when i'm not instancing? Just straight attack? Spam holy shield? hit auto attack and go get some coffee? Any input is delicious.
Mix of +spell damage and white damage. Your primary source of "threat" is Holy damage... so +spell damage increases threat control. But if you find a good DPS 1-hander, grab that & play with SoR/SoV to decide which seems to kill faster. For me, I use AS+JotC+SoR+JoR+HS when I just want to kill fast & drinks are not a problem. Those times a good +spell damage weapon is best. But most of the time I hate drinking my gold away, so I use JoW+SoV+JoV+HS and a DPS 1-hander. The DPS 1-hander seems to kill fastest when not spamming my mana away.
All preference, just need to toy with it & see what you enjoy most.
Kz
Edited, Feb 22nd 2008 6:49pm by Killzon