Quote Originally Posted by MugiLulu View Post
Every tank has an invulnerability CD you will almost never use unless you're raiding or doing ex trials, they give you 8-10 seconds of invulnerability you can use for bigger pulls without putting too much stress on your healer.
This is going to be nitpicky, so please know I'm simply wanting to avoid a rough situation. From what MugiLulu said, they are exactly right for Paladin. Your Hallowed Ground is invulnerability, and you take no damage. All the other tanks have the invulnerable ability work in other ways that ends up being pretty tight on your healer. Since you're leveling PLD, you can happily use Hallowed Ground in leveling content as you would like, no worries.

A couple extra caveats to remember: on top of Arm's Length actually being a defensive cooldown to use, Reprisal is also a defensive cooldown for you in dungeons. Our main message with talking about those are to keep the thought of defensive cooldowns in your mind during content to hopefully help you remember to activate them during the pulls, especially.

A big thing I see a lot of tanks do (and extend this to heals and dps on some of their abilities for some weird reason) are activating some abilities first, before anything else. Grab an enemy with Shield Lob, use your AoE on all of them to make sure you aggro them all, hit one of your defensive cooldowns, run to the next mob, Shield Lob one of them, AoE that new pack, AoE all of them together, check if you've lost aggro on a baddie or two and go over to those and AoE them back into your focus, check how much time is left on your first defensive cooldown, throw another one up if it's dropped off, or has a second left, but only if there's still a majority of the pack with half health, continue AoE'ing to your hearts content.

I realize that sounds like quite a few steps, but it's what you'll find yourself doing more and more as you play the class.

As you get through the 34-50 dungeons, they're...sometimes not great to tanks, and you pull too much accidentally, or don't expect some rando's to walk through and really add a little too much to the pull. Those ones are where you have to experience it to start memorizing it, but you don't run into it often. Most of the time, if you say at the beginning that you're still learning tanking, and that you're open to feedback, players are rather understanding, and can tell you "You can pull more here" at some points. And then, if it turns out to be too much, and you all die, it's on the person that suggested to pull more, and they tend to laugh it off.