Avenger's Shield: Hurls a shield at the enemy inflicting holy damage and bouncing to up to two nearby enemies. It also dazes all targets hit for a short time. This ability is the normal way that most Paladin tanks pull targets as it allows them to start with a large head start on threat.
Blessing of Kings/ Greater Blessing of Kings: Places a blessing on the target (for Blessing) or all players of that class in the party or raid (for Greater Blessing) that grants up to a 10% boost to all stats. A player may only be under the effect of 1 blessing per Paladin. Blessings last 10 minutes, Greater Blessings last 60 minutes but require a reagent. This is a Blessing that others feel every Paladin should have. A 10% boost to all stats is one of the best buffs in the game.
Blessing of Sanctuary/ Greater Blessing of Sanctuary: Places a blessing on the target (for Blessing) or all players of that class in the party or raid (for Greater Blessing) that reduces all damage taken by 3% and when that target blocks, parries of dodges an attack they gain 10 rage, 20 runic power, or 2% of maximum mana. A player may only be under the effect of 1 blessing per Paladin. Blessings last 10 minutes, Greater Blessings last 60 minutes but require a reagent. This is a Blessing that many tanks will come to rely on, especially when over geared for an instance. It allows you to regain a significant amount of mana during normal blocking of attacks.
Divine Intervention: This is a Paladins wipe protection for a group. They sacrifice themselves to protect a player and remove them from combat for up to 3 minutes. While protected that player can do nothing, they can click the DI off as soon as they are safe. This is a critical ability for the Paladin to learn to use correctly, as it can save a lot of time getting back to your place in an instance, yet it is an ability that not many players learn to use.
Devotion Aura: This aura provides the Paladin and players around them extra armour. This helps mitigate some incoming damage, although the amount of armour is relatively low it does help, and with talents can provide some additional healing help. It is the aura that most tanking paladins use.
Divine Protection: This works in a similar way to a warriors Shield Wall, it reduces all damage taken by 50% for up to 12 seconds, but lengthens the time between your attacks. This is one of the Paladin Tanking abilities that allows you to survive large amounts of burst damage when something is going wrong. It is best used in fights that have interrupts to healers or when healers need to reposition. It can also be used as a last second save on boss fights where you miss an enrage time but have the boss down to 1 or 2%.
Hand of Freedom: This spell grants immunity to movement impairing effects for up to 10 seconds. It is very useful in fights where you or a party member are slowed and need to move someplace. It is even more useful in PvP fights when you are trapped or slowed and the opponent is getting away from you.
Hand of Protection: This spell protects a party member from all physical damage for a short time (up to 10 seconds). This is used to save players that draw aggro away from you when tanking. It is often used as a backup taunt by tanks, hoping that it is just the one player that passed you on threat.
Hammer of Justice: Stuns the target for up to 6 seconds. This is used for many different things by a Paladin, it can be used to stop a spell cast, stop incoming attacks, or stop an opponent from running. It is especially useful in PvP where any time you can do any of those things to an enemy it gives you an advantage.
Hand of Sacrifice: This ability transfers up to 30% of all damage that hits the target, to the paladin for the next 12 seconds. This is another way that a Paladin can attempt to save a friendly target that has gotten into trouble.
Hand of Salvation: This spell reduces threat on the target by 2% every second for 10 seconds. This is used by Paladins that need to lower another players threat quickly. It can allow the top DPS player in a group to push that little extra bit without pulling aggro from the tank.
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