Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
You leave out "Judgement of the Just" - which I think will be mandatory for boss fights... seeing as how I will alway have the boss with some form of judgement on them - and reducing their melee attack speed by 20% means ... 20% less damage that I'll be taking. (That's HUGE as far as mitigation goes).
This is why i am a little iffy on it, it says "Your judgment spells" it doesn't say a certain judgment spell, like one
that gets refreshed, it says spells, meaning any judgment. It also
doesn't say how long it stays on the target for. Is it 20% slower for the rest of the fight, is it 20% for 4
seconds? If it is for the whole fight then it is worth it and i will
put the 2 points in it, if it is for 4 seconds i will probably not get it. So depends on how long it lasts.


Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
You leave out "Improved Hammer of Justice" - even though it now reduces the HoJ CD to 30 seconds ... which is awesome while clearing trash when Righteous Defense is on cooldown and some mob insists on beating on your healer.
Imporoved Hammer of Justice only affects 1 target. And it just stuns them, it doesn't create extra threat when used. Granted that it stuns the target from beating on your healer, but your party (including healer) should not be pulling agro. I've been with a couple pally tanks, and found that for a dps (my lock) i find it real hard to pull agro off of him even using my seed (using my seed i seed the main target, but its damage affects everyone around that target, and i rarely pull agro from the tank). I have a friend pally tank and he was a friend mage, and what the mage tries to do is on every pull try to pull agro from the pally, I say he pulls about 1 out of 20 times, and when he does pull the mob is like 2% health. I don't know the number off the top of my head but i think dps great 1 point of threat and healing gets .5 points of threat. I just think it is a waste of points, all the good pally tanks that i party with always leave that one out.

Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
You leave out "Guardian's Favor" - which is a DPS ability for a multi-boxer! I toss BoP on my mage and they can spam AE for 10 seconds while taking no damage from just about any mob I'd be using AoE with anyway. Additionally, I have a key mapped to "BoP MY HEALER" - which I use all the time. Living healer = good.
Are you using this build as a instance build or a grinding build? I built mine for instances. If you also built this for instance then why would you put that on a mage to do AoE for 10 seconds? You are not likely to kill mobs in 10 seconds. In that 10 seconds your mage just gained a load of agro which will be hard for the pally to get back. This will work for non elite mobs but not against equal lvl elite mobs. When i party with pallies with my lock i always use seed, which is an AoE, and i rarely pull from the pally. From all the good pally tanks that i know they don't use this either.
Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
You trade "Heart of the Crusader" for "Vindication" ? Vindication which is buggy, and some mobs have immunity to? Heart of the Crusader increases the crit chance of all your toons by 3% ... since I have 4 toons (sometimes 5) casting at my target, that's a nice multiplier to have.
I will give you this one... sort of. This is why i will give you this one, when i was reading the talent i thought that it only increase the 3% to the pally not to all toons. This is why i am a little iffy on it, it says "Your judgment spells will also increase" it doesn't say a certain judgment spell, like one that gets refreshed, it says spells, meaning any judgment. It also doesn't say how long it stays on the target for. Is it 3% for the next damage done, is it 3% for the rest of the fight, is it 3% for 4 seconds? If it is for the whole fight then it is worth it and i will put the 3 points in it, if it is for the next damage then it isn't worth it, if it is for 4 seconds i will probably not get it. The reason i pick vindication, even though it is "buggy" and some mobs have immunity to it (yes i know like 98% of the bosses are immune to it), but there are only 3-5 bosses per instance and the rest is trash. Plus with vindication i don't have to cast anything, it is a chance with hit, so if i get that on a mob then that mob will go down quicker.

Addition note, it looks like they updated this sense yesterday, now it is a 2 point skill and it is 20% (5% more)
Quote Originally Posted by 'Ghallo',index.php?page=Thread&postID=91962#post91 962
"Shield of the Templar" ... not sure about that ability, but I only use AS for pulls, I may spam Holy Shield - but it is never a real source of mana issues for me anyway.
Shield of the Templar also increases the damage and decrease mana of holly shield, which is always used by pallies. Plus with the increase damage with the pull will make it harder for the party to pull off of the pally.



Other stuff:
- You are missing a lot a good tanking skills like Shield Specialization, why wouldn't you want 30% extra damage to be absorbed by your shield?
- Toughness, you don't want to increase your armor value by 10%?
- You have improved Devotion Aura and Improved Ret Aura. You can only have one Aura on at a time not 2. I pick improved ret over devotion because it is a little extra damage that will keep the mobs on me. I will even use on boss fights. I don't plan on using devotion that is why i didn't pick that skill.