Originally Posted by
arindam
Yikes...complaining about bad advice and then saying Divine Guardian has very little practical use? It's probably the second most potent raid-wide damage reduction CD after PW:Barrier (and even that has its limitations, like requiring people to stack in a tiny area). You don't need huge raid-wide damage like Nefarian crackles for it to be a useful CD, there are plenty of cases where there is steady raid damage that can be greatly mitigated by DG. Examples:
- Ascendant Council, last phase, chain lightnings
- Cho'gall, last phase, stacking corruption damage
- Al'Akir, middle phase, acid rain debuff
- Chimaeron, feud phases - 20% off a poison bolt volley every other feud is far from trivial
- Conclave, Nezir, sleet storm
And that's before HMs, where even on a fight like Halfus, it's great for the proto-drake's abilities during the extremely healing intensive first minute or two. Even if there is no raid damage, simply reducing the damage an OT takes by 20% for 6 seconds makes it worthwhile. Of course DG may not be the difference between life and death on most of those mechanics, but it can save the healers a fair amount of mana, and is certainly superior to any alternative single point you could spend on a talent.
As for Eternal Glory, threat is "not an issue" about 10 seconds into any fight, provided you have competent DPS who know how to watch threat meters, and especially if you have competent hunters and/or rogues. There are no 2 alternative talent points that give anywhere near the utility that eternal glory does. It is unpredictable, so you don't count on it - that's what healers are for. However, an extra 25k or 50k heal can be a lifesaver (and therefore the difference between a wipe and a kill) at low health, and any overhealing gets converted into a shield through the GbtL, so you get the full mitigation out of it no matter what. The alternative threat talents (seals of the pure, hallowed ground, arbiter of the light) provide such miniscule amounts of threat that they would accomplish next to nothing in the scenarios you described (tank swaps, aggro drops).
To the OP: most of the stuff Linkie said earlier should just about cover what you should change. Getting parry/dodge ratings closer to each other should boost your avoidance a reasonable amount, since they are miles apart at the moment. The TB trinket is also amazing, if you have time to get your hands on it - on use is basically a free glyphed DP, and 4% block is a lot of mitigation, which would open up the possibility of using more hybrids for stam, etc.
You could also consider seal-swapping as necessary - Corruption for whenever someone is close to overtaking you on threat, Insight otherwise. I always keep both keybound and switch to Insight if a healer goes down, for example. The self-healing on Insight isn't great, but any mana your healers can save is worth it. Of course since you use all your HP for WoG rather than SoTR this may not be possible, I'm not sure. Plus there's always the question of squeezing out every last bit of damage to beat enrage timers, etc.
This isn't really a spec or gem thing, but since we're talking about damage reduction, but I find a lot of tanks "hoard" their CDs when it's rather unnecessary to do so, the biggest culprit being DP. During encounters I ask myself quite frequently - is there any specific mechanic in the next minute I need to save DP specifically for? If not, I might as well use it now - it'll be up in a minute anyways, most likely won't save me from some unexpected super-spiky damage (which is what GoATK/AD are for anyways) and free mitigation is free. It's ok to save GoATK and even AD as "oh shit" buttons, but DP should be used whenever possible. I find myself even using AD in many steady damage situations since the CD is not THAT long (you can use it 3 times over a 6 minute fight like Halfus), the damage reduction is significant, and I am confident my healers will not have trouble keeping me up through predictable damage. Plus, in a worst case scenario something like "bubble + taunt + cancelaura after 3 seconds" or LoH is usually preferable to the 15% heal of AD, anyways.
Of course you're doing HMs and so you probably know how to rotate CDs properly, but I thought I would put it out there since damage reduction seems to be the complaint you are getting the most. Paladins have high block %, 40% damage reduction on block with holy shield up instead of the standard 30% (41% with meta), and 3 fixed percentage DR cooldowns, so smoothing out incoming damage should not be an issue. Of course in HMs you are going to take a lot of damage, it's on the healers at that point to figure out their CDs and whatnot to heal you through it.