Protection Warrior Primer (4.0.3)
Prot 4.0.3 Primer
This FAQ is to provide answers to some of the more commonly seen Protection Warrior questions in the forums. It's not by any means an end all, nor is it a step by step instructional. I've written this really just to help answer some of the more basic questions people have as well ( and I think much more important ) provide info on their classes abilities and usages.
A huge thank you to Kazeyonoma for input, guidance and direction on making this FAQ accurate and user friendly.
Please let me know of any errors or issues and I'd be happy to address. ( I'm still doing some cleanup of it )
Sections
1 – Talent Tree
2 – Glyphs
3 – Stats
4 – How Do I Hit Stuff ?
Talent Tree
Primary Spec - 2/3/36 - AoE Toolset
Prot Tree Breakdown
For this tree we’re providing a breakout of each talent and some detail on why it’s the bee’s knees.
Incite – We’re still using Heroic Strike. Mostly at 50%/60% or greater rage to dump.
Toughness – At 3/3, you get 10% armor. You can’t go wrong here.
Blood And Thunder – For AoE, this helps. An example is Lockmaw in Lost City. DoT him up, and when the add’s come in, 1 clap and I’ve spread it to all his buddies. Easy AoE.
This talent is what is considered a “ filler “. It’s not required, but really more dependent on your play style. As it’s mechanic allows the main target to bleed, as well as spread rend, it’s a AoE tool that can be useful.
Shield Specilization – Well, you are holding one , right ? 15 Rage or 60 Rage is nice to have, but don’t rely on it.
Shield Mastery - It took a little convincing, but this is well worth it. Reducing all those cooldowns are huge. Shield block’s 30 second reduction is great, PLUS teach yourself to use Spell Reflection ( lots of people don’t ).
Hold the Line – Required. You will parry. You will need the 10% crit block.
Gag Order – Silence … One of many short timed CC’s. Good for trash pulls.
Last Stand – It’s the OH S**T button. Healer silenced ? Standing in the Fire ? Hit Last Stand and you may just live to fight another day.
Concussion Blow – A great utility some people seem to overlook. Currently it does about the same threat as Shockwave ( just less damage ), but it also will stun your target. That’s a huge plus . But it can be dodged or parried, while Shockwave can’t .
Bastion Of Defense – Defense rating is gone. This is the de-facto tank talent. This will put you at the uncritability threshold. A must have.
Warbringer – For me , it just add’s more tools to my bag. Intervene, Charge and Intercept have their place. Use them.
Improved Revenge – Currently it’s doing great amounts of damage, BUT, be aware you can break CC if you’re not aware of target positions. Use it wisely.
Devasate – Stacks sunders. Huge. Across the board DPS increase for all party members.
Thunderstruck – T/Clap will stack 3 times a 10% increase when you shockwave. Seeing as Shockwave is one of our bread and butter abilities, this is a great one.
But, it too is considered a “ filler “ talent and really depends on your play style. Some prefer to work Rend into their rotation. Others already are used to the Clap and Shockwave method.
Vigilance – Refreshes taunt when the marked person is hit ( the overzealous DPS ). If it’s going to happen, and it does, I might as well have a fresh taunt ready. Secondly, as an OT, it’s allowing you to stack vengeance very quickly as well as maintain it.
Heavy Repercussions – Shield Block will be used. Might as well get the extra dmg.
Safeguard - Well, since we're leaving one point " on the table " I'd say put it here and and learn to use Intervene ! It is a great tool to save someone's bacon, but it does require you learning to use it. What i mean is if you're not used to it, you'll need to keep track of other aggro more.
Sword and Board – This is old school. It does nothing but increase your DPS / TPS, plus it allows for your Shield Slam ability to be refreshed. And on top of that, Shield Slam will cost nothing. It’s what we call a win win scenario.
So here we are showing you 1 specific spec with includes both Blood and Thunder as well as Thunderstruck. This provides a large amount of AoE threat as we're using Rend, spreading it, using Shockwave and using the positives of the spec'd abilites.
Since we have one leftover point, the best usage is Safeguard. It's really the lesser of all evils. It also forces you to use Intervene.
Prot Tree Items We Don’t Take
Impending Victory – Losing a point somewhere for a 5% regain which may or may not be available ( and won’t be in a single “ enemy “ boss fight ) isn’t worth it.
Arms and Fury Tree Items We DO Take
Field Dressing – 6% help makes your healer love you long time. It’s too good to pass up. Has to be 2/2
Blood Craze – You’re getting hit anyways, and healers will love you long time. I think the jury is out on this one as I and others have not seen the numbers to back it up yet. Yet….
http://i679.photobucket.com/albums/v...afini/2336.jpg
Secondary Spec - 2/6/33 - Piercing Howl
Here we have 6 points in Fury to get us Piercing Howl. We lose both Safeguard as well as one of the AoE tools we have ( Blood and Thunder or Thunderstruck ).
Arms and Fury Tree Items We DO Take For the Piercing Howl Spec
Field Dressing – 6% help makes your healer love you long time. It’s too good to pass up. Has to be 2/2
Blood Craze – You’re getting hit anyways, and healers will love you long time. I think the jury is out on this one as I and others have not seen the numbers to back it up yet. Yet….
Piercing Howl - As Fury, I love this talent. As mobs away from me ( or to me, since they just don't know I'm swinging two axes ! ) this helps control movement by slowing them for 6 seconds. During Wrath, this was a key to helping control the val'kyr on the Lich King, and now in Grim Batol on Eurdax's add's.
Cruelty – 10% crit chance on Shield Slam. I look at it and realize that this really accents Sword and Board nicely. This however, is a “ filler “ talent. We need it to get Piercing Howl
http://i679.photobucket.com/albums/v.../unbad2633.jpg
Either spec is quite good, and they support different styles of play.
This is only my feeling, but the first spec is more for a 5 man dungeon runner since I'm going to have both Blood and Thunder as well as Thunderstruck. Good tools for a 5 man ( pug ) where dps may not slow down and you'll need AoE tricks.
The second spec feels more like a raid spec. I love Piercing Howl, and boss adds ( like whelps or flower spawns ) make it a invaluable tool. It's up to you.
Glyphs
Prime – Devastate – Since it’s part of our main toolset, we increase it here
Prime – Revenge – Since it’s part of our main toolset, we increase it here
Prime - Shield Slam – We do use it all the time as we have Sword and Board
Major – Shockwave – Reduces the timer by 3 seconds
Major – Thunderclap – Larger radius for hits
Major –Cleave – Now you’re cleaving an additional mob
Minor – Beserker Rage – 5 rage. Might as well
Minor – Intimidating Shout – Another Oh S**T, when mobs get unruly; fear them.
Minor – Demo Shout – Good all around way to reduce inbound damage ( and help heals )
Optional Minor – Battle or Command Shout - This really only helps the other members of the group. Our main reason for hitting either is for the on demand rage. Is it selfish, yes.
http://i679.photobucket.com/albums/v...ini/glyphs.jpg
Stats
Hit and Expertise…… ?
Prot warriors can get away with low Hit and Exp because while we love big crits , we can live without them. Our TPS is good enough now that we can have a mix of average white and yellow hits, generate threat and as the fight progresses, we stack vengeance ( and Attack Power ) which helps us scale.
Currently, there is no exact guide or roadmap for what percentages your Hit and Expertise should be. For myself, I currently have .94 Hit and 11 Expertise. Do I see misses/dodges/parries… Yes … But, with threat being what it is, a good rotation and proper use of Omen and the Taunt talent I’m not worried. ( Overzealous DPS at the start of the fight are again learning to let the tank build aggro ).
Point being, don’t reforge for Hit or Exp if you will be losing dodge/parry/mastery.
Now since we lost defense, what’s the deal ?
Bastion of Defense provides you with 6% uncritability. By electing the talent point, reach the uncrittable threshold immediately.
I prefer not to use this analogy, but think of it as the 3.3.x “ Defense Cap of 540 “. That number was the target where tanks were unable to take a inbound crit hit and be massacred. In essence lots of people ( including myself ) didn’t understand other than “ get to 540 “.
You no longer need to get to a number, with Bastion of Defense you’re ready to get punched in the face.
Plate is heavy …. What about Armor ?
What about it ? The more the better. Thanks to Plate Specialization, we get a 5% STAM increase. Nice.
As for Armor, the more the better. Higher the armor, the greater the predicted decreased damage from an inbound attack.
What it really means is you will take damage in a somewhat level pattern, which will greatly help your assigned healer know what heals to throw next. That gives them an easier task in balancing their mana ( and not going OOM )
Stam or Mastery ?
It’s a slippery balance. Overall stamina is great, because we have a higher HP, and it’s the only defense against spell damage (plate isn’t going to help when you’re hit with Mind Flay )
But Mastery is a tricky mistress. She’s good. She helps allow us to mitigate inbound hits. And gear has lots of it. Trinkets have lots of it. Trinkets even allow us to get tons of it on demand.
Since Dodge and Parry are intertwined with diminishing returns, reforging hit/crit or anything else to dodge and or parry isn’t worth it.
The ticket it seems now, is go for mastery ( adding to your block % and reducing the damage on an inbound hit ) but the key is finding the right balance between STAM and Mastery. There’s no magic number. Yet.
30%-70%-75%-77.4% What's with all the numbers ?!?!?!
Well, there are other threads that can help here with this, but the short answer is when you combine Dodge+Parry+Block, an ideal % of the combined is 77.4%. Think of it this way. I have 13.4% Dodge. I have 14.0% Parry and I have 50.0% Block rating from my skills plus Mastery ( mastery increases block ). Total is 77.4%.
So at 77.4% i'm still not getting 100% avoidance. BUT, hit shield block for an additional 25% and you've just hit the magic 102.4% number.
How Do I Hit Stuff ?
Hard. Fast. And repeatedly until we have it’s undivided attention.
So, we have a mob of 4 in front of us. Let’s take lost city’s roaming pack of man-birds. In an ideal world, the hunter would trap one, the mage would block one and the rouge would sap one, leaving us one mob to polish off at a time.
But what about 5-6 mobs like Grim Batol’s clusters that have a caster and a few others. Let’s talk AoE.
Wartotem has a kick butt spreadsheet that can help with some of the nitty-gritty details and math to make you super-mega-op. But let’s leave that alone for now.
Regardless if you like it or not, you should be marking one with a skull. That way you know what mob is going to get hit hardest, and it teaches some control ( as well as shows who the less intelligent people are when the kill the non-marked ) .
I can’t teach CC. You have to know the mobs in front of you, know the abilities of your party members and direct them in what to CC. As the tank, you’re the group leader. I’d expect you to know that.
Here’s what I do –
0 – I guess ( or look at omen ) as to which member is going to draw aggro and set vigilance on them. If I don’t need it, great. But if I do, it’s done.
1 – Mark target(s) as needed, then pop either a battle or challenging shout for rage
2 – Pick a caster, and charge
2 – Once I am in mid-run, I select a second target and Heroic throw
3 – Caster is knocked out, my second target is on me and I should be in the middle of this pack. I begin to turn around, face them AWAY from the DPS. Many times when I pug I see tanks who don’t set the mobs up for optimal DPS.
4 – Around this time I’ll toss in a thunderclap to collect any stragglers
5 – Shockwave which should stun them
6 –I pick a target and REND it ( or you can keep working up the Thunderstruck talent ).
7 – At this point it becomes more situational. Cleave, Devastate, Shield Slam ( if SaB proc’s ) Revenge ( if proc’d ) If the DPS isn’t interrupting a channel I can interrupt, I can pop a caster with Concussion Blow and stun them, I can war stop if things are getting aggro to other dps, I can Shout for my AoE taunt if it’s really bad. Also, don’t forget charge is back up, as well as intervene, so if the ranged is being attacked I can help them. Also, if rage is high, a heroic strike or 50 can help.
I don’t specify it above, but you should try and work Demo Shout in. Every little bit helps.
The point I’m making is other than the initial collection of the mobs, there’s no REAL rotation. The proper use of your tools and knowing your class talents is key.
Typically, that’s how I handle trash or a boss plus his add’s ( think plants in the 4 Winds fight ).
But what about a single target ?
Well, we lose some of the tools like cleave and thunderclap, but we gain some heavier tools. Below is what I think is a very valid single target priority.
The KEY to this, again , is not “ hitting button X and time x.x “ but learning what each ability does, how it generates threat, and how using this ability NOW will affect what happens in the next few seconds.
Single Target threat priority system
1) Shield Slam + Shield Block
2) Shockwave
3) Shield Slam
4) Revenge
5) 1st devastate of 6 second cd (while the above are all on cd)
6) concussion blow
7) 2nd devastate of 6 second cd (while the above are all on cd)
HS or Cleave while at 60+ rage or so throughout the above rotation (they are not on the gcd, but have a 3 second internal cd)