3.2 Changes Affecting Protection Paladins
Block Value is being reworked to be more important. The amount of bonus block value on items, excluding the base value of shields, is being doubled. Block value as an effect of Strength will not be effected. Items as well as tier set bonuses that effect block value as a triggered effect (either "on use" or a proc) are going to have the same bonus block value. However, the duration of the triggered effects is being doubled. Examples of this include Glyph of Deflection, Tier 8 Paladin set bonus, etc.
The primary Paladin tanking blessing, Blessing of Sanctuary will now also increase Stamina by 10%. Now tanking Paladins don't have to weigh the advantages of +10% stats with 3% damage mitigation and some extra mana. This bonus, however, will not stack with Blessing of Kings. It is possible for someone to have both Sanctuary and Kings on them at the same time, but Stamina will only be increased by 10%.
Hand of Reckoning is being redesigned to limit it's use as an interrupt or pushback in PvP. It will only deal damage to the target if that target isn't targeting the Paladin. Additionally, the change text reads "but damage done increased to 50% of attack power, occurring after the taunt effect is applied." While slightly unclear, it seems to indicate that it will do additional damage over its current form, and actually require the taunt to "land", removing its usage in PvP situations.
Shield of Righteousness is having its damaged reduced, and it will no longer be benefited by stacking an infinite amount of block value. Instead of 130% of block value being inflicted as Holy damage, it will be 100%. Additionally, the benefit this ability gains from additional block value is subject to diminishing returns. (Diminishing returns in this case means more points of block value will be required for the same effect.) Diminishing returns for this ability will occur once block value reaches 2400 (at level 80). Once block value reaches 2760 it is capped for this ability, and damage will not increase anymore.
Ardent Defender is being completely reworked. Currently, when the Paladin is at less than 35% health all damage he takes is reduced by 30%. In 3.2, and damage that will take the Paladin below 35% health is reduced by 30%. This basically equates to the Paladin receiving the benefit earlier, and minimizes the risk of a 36-0% hit happening, which is currently possible. For example, if a Paladin with 50% health takes a hit that would be for 40% of it, 15% of the damage will be normal and the other 25% will be reduced by 30%. So if a Paladin with 40k max HP currently has 20k, a 16k (40%) hit will take him to 7k health instead of 4k.
An additional affect is being added to Ardent Defender as well. Once every two minutes an attack that otherwise would have killed the Paladin will fail to kill, and the Paladin will be healed for up to 30% (fully talented) of his maximum health. This is effected by the Paladin's defense rating. For example, a Paladin with a defense of 300 will receive no healing from the talent, while a Paladin with 540 defense will receive the full 30%.