I noticed this via a quick glance at WoWInsider on my way out the door this morning:
Big Bear Butt Blogger has put out a call for
a complete listing of every consumable a class or spec would need on a given raid night. While I am arrogant, I'm not arrogant enough to assume I know what every class or spec would want or need. So I will limit myself to merely listing what Ret and Prot Paladins would want (Holy Paladins can pretty much copy what
the Egotistical Priest recommends along with adding a
Greater Ward of Shielding for some additional damage absorption to hide behind).
Protection:The core difference between Protection Paladins and any other type of tank is the question, "Are you uncrushable?" Usually when a Prot Paladin either first enters Karazhan, or decides to respec, they don't have enough crush avoidance. At times like these, +AGI consumables are very useful for their additional dodge they give. In each catagory, I will list the +AGI stuff but I'll also denote it that it's for when still crushable. Otherwise, they are listed in the order of how I prioritize them.
Food:Fisherman's Feast and/or
Spicy Crawdad: Gain 30 Stamina and 20 Spirit for 30 min.
As every Prot paladin worth their salt should have the talent Sacred Duty, this translates to 310 more health. Definitely a win.
Grilled Mudfish and/or
Warp Burger: Gain 20 Agility and 20 Spirit for 30 min.
If crushable, this will give you an additional 0.8% dodge.
Flasks:
Flask of Fortification: Increases maximum health by 500 and defense rating by 10 for 120 min. Counts as both Battle and Guardian elixir. This effect persists through death.
Is tonight new content night? Then it sounds like a good night for a flask. More expensive and giving less effects than four elixiris, if you expect tonight to be filled with death, then the fact that it will persist through death probably means it's worth the extra money.
Flask of Chromatic Wonder: Increases resistance to all schools of magic by 35 and all stats by 18 for 120 min. Counts as both Battle and Guardian elixir. This effect persists through death.
Flask of Fortification is your primary flask. Flask of Chromatic Wonder is for when you're tasked to be the tank on a resistance heavy fight like Hydross the Unstable. It doesn't give as much health, but on resistance fights, defense rating probably isn't your biggest concern, while having high resists is.
Flask of Blinding Light:
Increases spell damage caused by Arcane, Holy and Nature spells by up to 80 for 120 min. Counts as both a Battle and Guardian elixir. This effect persists through death.
This flask is best used for really twitch threat fights, like ones with a threat reduction ability. My personal experience has shown that generating threat, even without Exorcism, is not a huge problem. As a result since I know of only one fight with a threat reduction move (Void Reaver) I think this is too much money spent (30-40g on my server) for only one fight, after you've learned it. Though it certainly would be the best option when you're finally get around to taking on Void Reaver.
Battle Elixirs:Adept's Elixir: Increases spell damage and healing by up to 24 and increases spell critical strike rating by 24 for 60 min.
More spell damage means more threat, which means a higher threat ceiling. Higher threat ceiling means your allies can do more damage before they need to scale back.
Elixir of Mastery: Increases all stats by 15 for 60 min.
For fights where you're just being laid into and your healers are having to healbomb you to keep you standing, the Elixir of Mastery gives you that extra bit of health to help out. Of course, if the situation is that dire, you're probably better off with a Flask of Fortification...
Elixir of Major Agility: Increases your Agility by 35 and your critical strike rating by 20 for 60 min.
Again, this is used when you haven't reached uncrushable levels yet. The critical strike rating portion of it can take a long walk off a short pier for all I care, but the 35 AGI nets you an additional 1.4% dodge.
Guardian Elixirs:Elixir of Major Defense: Increases armor by 550 for 60 min.
"550 armor? That's nothing!" you might say. While this is true, considering that by the time you get to Karazhan you should sitting at around 13,000 armor minimum. But 550 at those levels is about an additional 1% mitigation. Still doesn't sound like much, right? Well let's do the math shall we? Fully buffed I sit at around 68% total mitigation (including the 6% from Righteous Fury). Prince was hitting me for around 3,000-4,000 damage per swing. That means, prior to any mitigation, he's smacking me for 9,000-10,000. 1% means I'm taking upwards of 100 less damage per swing. Not a lot, but that's way more than, say... an
Earthen Elixir.
Elixir of Major Fortitude: Increases maximum health by 250 and restores 10 health every 5 seconds for 60 min.
When you're going to be facing down a boss that does at least a middling amount of magical damage, Major Fortitude is the better option since armor is only good against physical attacks.
Scrolls:Scroll of Agility V: Increases the target's Agility by 20 for 30 min.
Normally AGI items are for when you're still crushable, but this one is the exception. More AGI = more armor and dodge, which is never a bad thing.
Scroll of Protection V: Inceases the target's armor by 300 for 30 min.
Same thing with the above scroll: More armor is never a bad thing.
Scroll of Strength V: Increases the target's Strength by 20 for 30 min.
This one requires a bit of explanation... physical damage, for a protection paladin, has no additional threat modifiers. Why would you worry about more physical damage? Well, until recently I didn't realize how much of my total damage was melee. Looking at WWS, around 20% of my damage done over a whole night is physical. While that's very little of my actual threat, every bit counts and if I can push my threat ceiling a little bit higher, I'll go for it!
Scroll of Stamina V and/or
Scroll of Intellect V: Increases the target's Stamina/Intellect by 20 for 30 min.
These are good if you know you're not going to have a Priest and/or a Mage for your run. Unfortunately they don't stack with Power Word: Fortitude and Arcane Intellect.
Temporary Enchants:Superior Wizard Oil: While applied to target weapon it increases spell damage by up to 42. Lasts for 30 min.
As already stated, more damage is more threat. And for additional benefit these last through death!
Greater Rune of Warding: Enchant a piece of chest armor so it has a 25% chance per hit of giving you 400 points of physical damage absorption. 90 sec. cooldown. Lasts for 1 hour.
Even if it only softens the damage of one blow every minute and a half, it's still 400 less damage that your healers need to heal.
Greater Ward of Shielding: Applies the Greater Ward of Shielding to your shield. This ward absorbs up to 4,000 points of damage before it fails.
This is a handy little temporary enchant which absorbs 4,000 points of any type of damage (physical or magical). Just be careful, since on fights where you aren't taking a lot of damage, you might run low on mana.
Potions:Minimums per night:
10 Super Health Potions
5 Super Mana Potions
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Retribution Paladins:
Preface: First off, this portion assumes we're working from what my previous post said about STR/AP being the priority stats for Ret Paladins, while eschewing an emphasis on spell damage. Also, the priorities are based upon the theory that the Ret Paladin in question has 5/5 in the Holy tree talent Divine Strength. The 10% bonus to Strength should
Food:Roasted Clefthoof: Gain 20 Strength and 20 Spirit for 30 min.
With Divine Strength, this talent gives 22 Strength, which turns into 44 attack power. A step up from Ravager Dogs.
Ravager Dog: Gain 40 attack power and 20 Spirit for 30 min.
While not as good an option as Roasted Clefthoof, when you are unable to get said food, this is a decent alternative.
Flasks:
Flask of Relentless Assault: Increases attack power by 120 for 120 min. Counts as both Battle and Guardian elixir. This effect persists through death.
Pretty self-evident. More attack power is more damage. Good for learning nights when you are lacking.
Battle Elixirs:Elixir of Major Strength: Increases your Strength by 35 for 60 min.
With Divine Strength this gives a nice 76 attack power. Flask of Relentless Assault may still be better from a purely attack power perspective, but this allows for some flexibility in the Guardian Elixir area.
Fel Strength Elixir: Increases attack power by 90 and decreases Stamina by 10 for 60 min.
Technically, this one is better than the Elixir of Major Strenght. If you think you can live without 100 health (and I could easily see that as being a justified statement) then this is the better option.
Guardian Elixirs:Elixir of Major Mageblood: One of the longest standing problems for Ret Paladins is that they have no reliable source of mana recovery, and will run out of mana before the fight is over. This problem hasn't fixed itself yet, so this helps out.
Scrolls:Scroll of Strength V: Increases the target's Strength by 20 for 30 min.
44 more attack power? Yes please!
Scroll of Agility V: Increases the target's Agility by 20 for 30 min.
While AGI won't directly contribute to your damage, it does give a small bonus to your chance to crit, which means more damage over the course of a fight.
Scroll of Stamina V and/or
Scroll of Intellect V: Increases the target's Stamina/Intellect by 20 for 30 min.
These are good if you know you're not going to have a Priest and/or a Mage for your run. Unfortunately they don't stack with Power Word: Fortitude and Arcane Intellect.
Temporary Enchants:Adamantite Sharpening Stone or
Adamantite Weightstone: Increases weapon damage by 12 and critical strike rating by 14 for 30 min.
Bring the type that matches your weapon of choice.
Potions:Minimums per night:
5 Super Health Potions
15 Super Mana Potions
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Well there we go. If you think I missed anything, or anything is wrong, just let me know and I'll take it into consideration.