Quick-Reference Information

0.1 Answers to Oft-asked Questions
0.2 Rating Conversions
0.3 Defense & Armor
0.4 Avoidance & Shield Block
0.4.1 Dodge
0.4.2 Parry
0.4.3 Chance to be Missed
0.4.4 Shield Block
0.5 Threat & Threat Values
0.5.1 Threat
0.5.2 Taunt
0.5.3 Threat from Stances, Talents, Buffs, and Classes
0.5.4 Damage as Threat
0.5.5 Critical Strikes & Effective Abilities
0.6 Talent & Skill Information
0.6.1 Skills
0.6.2 Arms
0.6.3 Fury
0.6.4 Protection
0.7 Shield Slam -- How it Scales
0.8 Protection Warrior Mods & Videos
0.9 Important Links

0.1 Answers to Oft-asked Questions
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1. Shield Block removes Crushing Blows from the combat table. Defense does not remove Crushing Blows. Also, you do not need 25% Shield Block to eliminate Crushing Blows; you merely need your Dodge, Parry, Miss, and Shield Block to add up to ~25% to reach that minimum.

2. 490 Defense is the Defense "goal" to remove critical strikes from the combat table. Creatures cannot critically strike players with special abilities. Past 490, Defense still gives increases to Block, Dodge, Parry, and Chance to be Missed. Please note that creatures and players with greater than 5% Crit may still critically strike you.

3. Shield Mastery affects Shield Slam. So does One-Handed Specialization. (0.7)

4. Dodge and Parry are not the same. (0.4)

5. Shield Slam is the highest-threat Warrior ability on the Global Cooldown. Revenge follows behind, and can cost as little as 2 rage. Sunder Armor and Devastate follow immediately behind this. Order your ability usage accordingly.

6. Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE skills, such as Frost Nova.

7. Weapon Speed Normalization affects the Attack Power portion of your damage. It does not affect the normal damage range of your weapon; they are independent. A slower weapon will hit harder with instant attacks based on weapon damage than a faster weapon. Daggers are Normalized at a much faster speed than any other One-Handed Weapon, and are inefficient for use with Devastate.

8. Proc-Per-Minute enchants such as Crusader benefit greatly from slower weapons and will proc more often on average when using instant attacks. Per-Hit abilities and enchants, such as Heroic Strike or +Weapon Damage, benefit greatly from faster weapons.

9. 365 Resistance is the maximum effective Resistance.

10. On bosses, Improved Demoralizing Shout is not effective past 2 talent points. This is a significant change related to Attack Power values in Burning Crusade. However, in situations where Curse of Recklessness is applied to the creature, the full 5 points will be effective and will negate the additional Attack Power.

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0.2 Rating & Conversions
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Defense Rating _______   2.4 to 1
Dodge ________________  18.9 to 1
Parry ________________  22.4 to 1
Block ________________   7.9 to 1
Resilience ___________  39.4 to 1

Weapon Skill _________   3.9 to 1
Hit __________________  15.8 to 1
Critical Strike ______  22.1 to 1
Haste ________________  10.5 to 1
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0.3 Defense & Armor
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1 Defense Skill
Dodge __________________   0.04%
Parry __________________   0.04%
Block __________________   0.04%
Chance to be Missed ____   0.04%
Chance to be Crit ______  -0.04%
Defense does not calculate added Defensive bonuses against same-level mobs until it reaches the baseline of your character. The baseline Defense can be found by multiplying 5 * Character Level; in the case of a level 70 Warrior, this is 350 Defense.

For Defense to effectively remove Critical Strikes from the combat table on higher-level creatures, you need to reach the 5% reduction according to the baseline of that creature. Creatures have a 5% chance to Critical Strike, so you would need to reach the Defense required for a level 73 player to reduce Critical Strikes by 5%. Since 125 Defense is equal to 5% Critical Strike reduction, you would add to the level 73 baseline of 365 -- your goal, then, is 490 Defense. Most "Skull" Elites are effectively level 73 creatures.

Crushing Blows (150% Damage normal attacks) are calculated with Defense in relation to the level of mob you are fighting. Crushing Blows can only occur from creatures 3 levels higher than you or greater; the chance to receive a Crushing Blow cannot be reduced below 15%. Defense beyond your baseline does not affect Crushing Blows.

Please note: a very detailed explanation of the relationship between Armor and Stamina can be found in "Effective Health" towards the bottom of this page. It is the first in the articles section.

Mitigation (70) =   -----------------
                     Armor + 10557.5

Mitigation (73) =   -----------------
                      Armor + 11960
Mitigation represents the actual Damage Reduction you receive from Armor. The 70 and 73 represent the levels of your opponent.

Examples of Damage Reduction against level 70 creatures:
  AC                 Mitigation
5,000 _______________  32.14%
10,000 ______________  48.64%
12,000 ______________  53.20%
13,000 ______________  55.18%
14,000 ______________  57.01%
15,000 ______________  58.69%
16,000 ______________  60.25%
17,000 ______________  61.69%
20,000 ______________  65.45%
25,000 ______________  70.31%
Note that there are significant Diminishing Returns on Mitigation; as you gain each new point of Armor, each point provides a smaller net benefit in terms of mitigation.

However, in the words of Satrina, "Mitigation is subject to diminishing returns, but Armor is not." What this means is, Armor provides a linear increase to lifespan, if not mitigation.

To better understand this, use the following examples Satrina used:

1) I have 3000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 38.64 seconds Now I will add 1000 armour, giving me 4000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 43.18 seconds Adding 1000 armour increased my time to live by 4.54 seconds.

2) I have 6000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 52.27 seconds Now I will add 1000 armour, giving me 7000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 56.82 seconds Adding 1000 armour increased my time to live by 4.55 seconds.

3) I have 10000 armour and 5000 hitpoints. Against a level 60 opponent that deals 200 damage per second I will live for 70.45 seconds Now I will add 1000 armour, giving me 11000 armour. Against a level 60 opponent that deals 200 damage per second I will live for 75.00 seconds Adding 1000 armour increased my time to live by 4.55 seconds.
More detailed information can be found here:
The Mathematics of Armour and Diminishing Returns

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0.4 Avoidance & Shield Block
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Avoidance can occur in nearly all situations, including while mounted or while using a Ranged weapon. Avoidance is one of the most helpful attributes of a tank and accounts for a significant reduction in necessary healing.

0.4.1 Dodge
Dodge represents 100% avoidance of a frontal attack. Players can Dodge most Physical attacks, including many Cleaves and Whirlwinds. Most Elemental-based Melee attacks can be Dodged. A player cannot Dodge a Critical Strike or Crushing Blow under normal circumstances.

Creatures are capable of Dodging attacks from any direction.

Dodge is the most effective itemization in terms of reducing Crushing Blows. This is because Dodge can stack relatively high with Itemization points. When using the Shield Block ability, an attack that would not otherwise be a Crushing Blow can be Dodged, allowing the charges of Shield Block to stay active on creatures that would may have attacked too quickly and used the Shield Block charges before the cooldown was available again.

0.4.2 Parry

Parry represents 100% avoidance of a frontal attack. Players can Parry most Physical attacks. Most Elemental-based Melee attacks can be Parried. A player cannot Parry a Critical Strike or Crushing Blow under normal circumstances.

Parry represents an offensive avoidance and costs considerably more in terms of itemization. When a player Parries, their next normal melee swing becomes a counter-attack sped up by as much as 50%.

When a creature Parries it also gains attack speed. For this reason, it is beneficial to keep all non-tanking players directly behind a creature.

Parry is most beneficial when using slower weapon.

0.4.3 Chance to be Missed

Being Missed represents 100% avoidance of an omni-directional attack. Being missed can occur by any Physical attack and most Elemental-based Melee attacks. Reducing a creature or player's Chance to Hit will increase the chance of being Missed.

Chance to be Missed only comes from Defense. This attribute is not shown on your character pane.

0.4.4 Shield Block
Shield Block represents a reduction in damage from a frontal attack. Shield Blocks are effective against all Physical attacks, including Ranged. Shield Blocks are usually ineffective against Elemental-based Melee attacks.

The use of the Shield Block ability can boost Avoidance and Shield Block well above 100% on the combat table. When this occurs, Shield Block takes priority over Crushing Blows and Critical Strikes. As a result, an attack blocked with the Shield Block ability can never be a Crushing Blow.

Players can Block a Critical Strike from special abilities. This means that special attacks from Players can be Blocked. Creatures are incapable of landing a Critical Strike with a special ability, however, and Defense effectively removes Critical Strikes from environmental content.

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0.5 Threat & Threat Values
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0.5.1 Threat
Threat should not be looked at as an arcane, mysterious entity that can not be understood or put into real terms. It is based on real and understandable concepts and numbers.

Let's say that 1 Damage is equivalent to 1 Threat. For the purposes of this game, this is the best way to quantify threat, as 1 Damage will produce the equivalent of 1 Threat before any modifiers come into play. The Warrior who is tanking will always want to make sure their threat is at a higher level than the Threat of their party or raid members. Following this, the Warrior can make use of specific abilities which maximize his or her Threat potential. This is done by the intelligent use of abilities, gear, threat-producing talents, and basic positioning in relation to party members.

While 1 Damage is equivalent to 1 Threat, it takes 2 points of Healing to amount to 1 Threat. Also, Threat is only produced by effective healing -- overhealing produces no Threat.

Threat does not decay in combat. It can be reduced through the use of several mechanics such as Knockback. However, under normal circumstances Threat will never decay.

Pulling and Holding Aggro (100/110/130 Rule)
Tank (Baseline) _____________________  100%
Melee Range Aggro Gain ______________  110%
Ranged Aggro Gain ___________________  130%
The above chart represents the balance of when a player will pull aggro from the tank. To get aggro, a player in melee range must exceed the total threat of the current player with aggro by 10%. If the player is at a range, they would have to produce 30% more threat to fully gain aggro.

This has some important implications. First, it gives you breathing room to miss a few attacks and not instantly lose aggro -- that seems to be the purpose of the 10% rule. Second, it means that ranged classes take a heavy risk by moving into melee range with a large amount of threat built up -- the mob will instantly change targets to a ranged target who moves into melee. Third, this means that tank switching can be difficult in some cases.

0.5.2 Taunt
This is where Taunt comes in. The Warrior Taunt immediately places you at 100% aggro of whoever the highest-Threat player is on the target list for that creature. It also bypasses the 10% rule and does not require you build immediate threat. When tanking, it may be helpful to remember that you can let any player you want build Threat for you on a mob -- all you have to do is Taunt the mob to get everything they worked for and make the mob yours. This is also a good argument for Improved Taunt.

One important note about Threat gained from Taunt is that you will only gain the Threat of the current target of your creature. For instance, a ranged class such as a Mage may have 120% of your accumulated Threat, but due to the 100/110/130 rule has not pulled aggro. You would not receive the Threat bonus from that Mage for using your Taunt prior to him actually being targeted by the creature. If a creature is applying a Secondary or Random-Secondary ability where he temporarily changes targets to someone else -- disregarding his normal Threat table -- you will not gain the Threat of the player he is targeting.

Taunt, as well as Mocking Blow and Challenging Shout, also force your target to attack you through a debuff placed on the creature. This debuff can be helpful when the creature may be in danger of immediately moving to or harming another party or raid member. For instance, some mobs will randomly Intercept nearby players, wiping or diminishing their Threat list. A well-timed Taunt or Mocking Blow can cause a creature that may otherwise not return to you to immediately do so. Challenging Shout can be useful as a six-second buffer for an AOE class to safely damaging several nearby targets at once; it can also be useful in temporarily capturing the attention of one or more creatures that may otherwise kill a nearby player.

Aside from the debuff, Mocking Blow and Challenging Shout are dissimilar to Taunt and will not give you a Threat gain in relation to another player. Mocking Blow and Challenging Shout are six second targetting debuffs; Taunt is three.

Taunt falls under the rules of Spell Resistance. For the purposes of this game, if there are any critical Taunt fights such as the Four Horsemen of Naxxramas, getting 5% Spell Hit will minimize the chance of resists.

0.5.3 Threat from Stances, Talents, Buffs, and Classes
The following chart shows multipliers to Threat values that affect the amount of Threat players produce.
Ability Multipliers                   Percent  Multiplier
Defensive Stance / Bear Form ________  130%      (1.3)  Multiplicative
Defiance / Feral Instinct ___________  115%     (1.15)  Multiplicative
Fury / Battle Stance ________________   80%      (0.8)  Multiplicative
Rogue / Cat Form Druid ______________   71%     (0.71)  Multiplicative
Blessing of Salvation _______________   70%      (0.7)  Multiplicative
Tranquil Air Totem __________________   80%      (0.8)  Multiplicative
Druid (Subtlety) ____________________   80%      (0.8)  Multiplicative
Priest (Silent Resolve) _____________   80%      (0.8)  Multiplicative
Mage (Frost Channelling) ____________   90%      (0.9)  Multiplicative
Mage (Burning Soul) _________________   90%      (0.9)  Multiplicative
Mage (Arcane Subtlety) ______________   60%      (0.6)  Multiplicative
Warlock (Destructive Reach) _________   90%      (0.9)  Multiplicative
Warlock (Imp. Drain Soul) ___________   90%      (0.9)  Multiplicative
Innate Threat
Many Warrior abilities are built around the concept of Innate, or hidden, Threat values. What this means is that abilities which neither deal Damage or Healing produces Threat on the targeted creature when used. Innate Threat never replaces Threat produced from damage; in many cases, such as with Shield Slam, Devastate, Heroic Strike and Revenge, the Damage portion of the ability produces Threat in addition to the innate value.

The following chart gives detailed Innate Threat values for abilities at Level 70:
Shield Slam _________________________   307
Revenge _____________________________   200
Devastate ___________________________   101
Sunder Armor ________________________   301
Heroic Strike _______________________   196
Cleave ______________________________   130 (Split)
Mocking Blow ________________________   290
Demoralizing Shout __________________    56 (Split)
Battleshout _________________________    69 (Split)
Commanding Shout ____________________    68 (Split)
Disarm_______________________________   104
Hamstring ___________________________   181
Whirlwind ____________________  100% Damage (Unaffected by Stance Multiplier)
Execute ______________________  100% Damage (Unaffected by Stance Multiplier)
Thunderclap __________________  175% Damage
Spell Reflect ________________  100% Damage
Piercing Howl and Concussion Blow do not generate Threat.
Sunder Armor continues to generate the same threat even after five applications.

For more information (and where I gathered this information), please visit Lavina's guide at WoW-Europe:
WoW-Europe.com Forums -> Threat & Warrior Tanking Guide

Special thanks to Cat and Crimsonstorm for posting updated values.

When Threat is split as indicated above, that means it is either divided by the number of mobs affected or by the number of creatures aware of your presence. This is determined by whether the ability directly affects the creature or not. For instance, the Threat from Demoralizing Shout shout would only be split by the creatures it directly hits; however, the Threat from Commanding Shout would be split among all creatures engaged with your character.

0.5.4 Damage as Threat
All damage is Threat; not all Threat is damage. Any increase in damage will be a direct increase in Threat. Threat from damage scales in specific ways.

The most obvious scaling can be seen in Shield Slam, which becomes stronger as a Warrior collects standard tanking gear with Shield Block Value.

Devastate and Normal attacks both scale from Attack Power. Though improvements in this area are generally less perceptible, they make up a significant portion of your overall threat. Devastate and Normal attacks also benefit from party and raid buffs.

Heroic Strike and Devastate scale based on Weapon Speed. However, getting faster weapons for Heroic Strike is much better in terms of net gain; Devastate is Normalized, meaning your Attack Power bonus is based on a 2.4 Speed weapon, whereas Heroic Strike is not affected by Normalization, and the fastest weapons will produce the best possible results.

0.5.5 Critical Strikes & Effective Abilities
Critical Strikes have no unique impact on Threat. The extra Threat generated from a Critical Strike is strictly from the damage produced; Innate Threat is not affected.

The Threat on abilities such as Hamstring Shield Bash are not affected by whether the effect is successful or not unless the target is fully immune to the ability. For instance, Hamstring will deal 181 Threat regardless of whether the target is slowed. Even if the target is immune to slowing, the ability will still gain the 181 Threat bonus since Hamstring also causes damage -- the ability is at least functionally operational so the Threat is awarded.

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0.6 Talent & Skill Information
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The following includes information, math and correlations between talents.

0.6.1 Skills
Spell Reflect will reflect or negate most single-target spells. It will reflect the single target aspect of some spell volleys, such as Shadowbolt Volley. It will not reflect most pure AOE skills, such as Frost Nova.

Commanding Shout and Battle Shout cannot be stacked by a single Warrior. Having two Warriors in a group will maximize that group's efficiency in a raid setting.

0.6.2 Arms
Improved Heroic Strike represents a 20% increase in Rage efficiency. This stacks with Focused Rage for a 40% increase in Rage efficiency.

Iron Will is additive to the Orc Racial and will allow 40% Stun Resist.

Improved Thunderclap represents a 20% decrease in Attack Speed. This equates to a 20% reduction in normal attack damage, but does not affect special abilities.

Weapon Mastery represents Disarm Immunity against most mobs. It increases your overall chance to resist Disarm by 100%; this is to clarify the talent for some who believe this doubles the base chance.

0.6.3 Fury
Booming Voice does not increase threat values for the affected Shouts.

Cruelty does not represent a 5% increase in overall Threat. However, it can net a larger bonus than 5% damage for Warriors who spec into Impale or Flurry.

Improved Demoralizing Shout is not effective past 2 talent points for Burning Crusade bosses. However, if Curse of Recklessness is present on the target, 5/5 Improved Demoralizing Shout is necessary to negate the additional Attack Power.

Dual-Wield Specialization does not increase Shield Slam damage.

Improved Slam is useful for PVP, where a 0.5 second cast is usually enough to hit a mobile target. However, Slam is still on a 1.5 sec Global Cooldown and this talent will have little effect on stationary PVE targets.

Improved Intercept greatly increases the chance that you will Intercept in the wrong direction, confusing your enemies. (Don't take this one too seriously)

Improved Berserker Rage instantly creates as much rage as Anger Management over the course of 30 seconds.

0.6.4 Protection
Improved Bloodrage will generate enough rage on pulling to land a Shield Slam immediately.

Tactical Mastery will allow you to Intercept and Pummel when changing stances. Since Intercept stun works on most creatures, this is only effective on interruptible raid mobs.

Anticipation represents a 0.8% increase Block, Dodge, Parry, Chance to be Missed and a 0.8% reduction in Critical Hits. This is a cumulative 4%.

Toughness will allow you to live 10% longer while tanking. Percentage increases in Armor have a curved relation to Damage Reduction; they have a linear relation to life expectancy.

Improved Shield Block allows your Shield Block ability to last through the duration of the cooldown. It also is critical in reducing the number of Crushing Blows while raid tanking.

Improved Sunder Armor represents a 20% increase in Rage efficiency. This stacks with Focused Rage for a 40% increase in Rage efficiency.

Shield Mastery increases Shield Block Value, which increases Shield Slam damage.

One-Handed Specialization increases Shield Slam damage by 10%.

Shield Slam can dispel magic shields on some classes. If the shield is dispelled, the Shield Slam deals full damage to the target, as if the shield had been inactive when the player was struck.

Focused Rage has a major impact on most abilities. With Focused Rage and Improved Heroic and Improved Sunder, Revenge will cost 2 Rage, Heroic Strike and Sunder Armor will cost 9 Rage.

Devastate is more threat than Sunder Armor when dealing 201 damage. It is more Rage efficient than Sunder Armor when dealing 300.33 damage (repeating, of course). The innate threat of Devastate does not increase. Devastate is Normalized, meaning it faster weapons are not heavily penalized; however, Daggers provide the poorest performance.

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0.7 Shield Slam -- How it Scales
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Shield Slam provides the largest scaling available to the Protection Warrior. It is affected by all increases in damage, including One-Handed Specialization, Enrage, Deathwish, and Impale.

The basic equation is:
(BD + (SBV *1.3)) * 1.1

Where BD is Base Damage and SBV is Shield Block Value.
1.3 Represents Shield Mastery 30% Damage Increase
1.1 Represents One-Handed Specialization 10% Damage Increase

The following represents math to maximize Shield Slam damage to it's potential with talents:

(BD + (SBV * 1.3)) * 1.1 * 1.2 * 1.25 * 2 = Enrage/Deathwish Critical Strike Value
(BD + (SBV *1.3)) * 1.1 * 2.2 = Impale Critical Strike Value
(BD + (SBV *1.3)) * 1.1 * 2 = Normal Critical Strike

1.2 Represents Deathwish 20% Damage Increase
1.25 Represents Enrage 25% Damage Increase
2 Represents Normal Critical Strike Multiplier
2.2 Represents Critical Strike Multiplier modified by Impale

For example, an average Rank 6 Shield Slam will deal 430 Base Damage. Let's assume 750 Shield Block Value. With enrage, this would look something like:
(430 + (750 * 1.3) * 1.1 * 1.2 * 1.25 * 2
(430 + 975) * 1.1 * 1.2 * 1.25 * 2

1405 * 1.1 * 1.2 * 1.25 * 2 = 4636 Shield Slam Crit (Enrage/Deathwish)
1405 * 1.1 * 2.2 = 3400 Shield Slam Crit (Impale)
1405 * 1.1 * 2 = 3091 Normal Shield Slam Crit

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0.8 Protection Warrior Mods & Videos
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I strongly urge you to post either here or on my website regarding additional movies and mods you are aware of; I know there are several in the pipe, including a more dynamic Threat mod.

0.8.1 Protection Mods
Tankpoints is as good as it gets in terms of itemizing gear. I do not suggest using the values listed to compare to other users, but it certainly will help you in determining damage reduction and what is the most effective combination of gear against the creatures you are fighting. Get it here:
WoWInterface Downloads : TankPoints

Threat 1-0
A newer Threat Meter which is considerably more flexible and functional than KTM Threatmeter. You will need to be sure to get continuous updates to this. Learn more (and download) here:
Threat/Omen - A new threat meter framework and mod. - Forumopolis

Stand-alone mod:

Combat Monitor, SWStats, and WWS
Cream of the crop. Picking up each of these three mods and working them in conjunction with the raid will give you the best idea of your overall performance. Combat Monitor (not sure if this has been updated yet) is Satrina's mod, very useful for checking how you did after combat; SWStats is a complex DPS meter for your raid; Warcraft Web Stats (WWS) is a combat log parser that lays out detailed reports of your raid into HTML files.

Combat Monitor:
WoWInterface Downloads : CombatMonitor 2

SW Stats | World of Warcraft @ Curse

Wow Web Stats

0.8.2 Protection Movies
The following are primarily from my own collection and that of my guild's. I would be eager to add more to these collections, but I don't know where to start looking -- either e-mail me at ciderhelm@gmail or respond here or on my website to get yours added.

All movies posted here can be found in Streaming formats here:
Protection Warrior Videos (Streaming) - TankSpot - Warcraft Warrior Reference

Burning Crusade Tanking
Stego Guide Void Reaver:
YouTube - How To: Void Reaver

Rathore Lady Vashj:
Game Downloads, Game Patches - FileFront.com

Rathore The Lurker Below:
Game Downloads, Game Patches - FileFront.com

Stego Guide The Lurker Below:
YouTube - How To: The Lurker Below

Stego Guide Fathomlord Karathress:
YouTube - How To: Fathom Lord Karathess

Rathore Morogrim Tidewalker:
morogrim1_0001.wmv - FileFront.com

Stego Guide Morogrim Tidewalker:
YouTube - How To: Morogrim Tidewalker

Rathore Leotheras the Blind:
Game Downloads, Game Patches - FileFront.com

Stego Guide Hydross the Unstable:
YouTube - How To: Hydross The Unstable

Stego Guide Magtheridon:
YouTube - How To: Magtheridon

Stego Guide Gruul the Dragonkiller:
YouTube - How To: Gruul the Dragonkiller

Stego Guide High King Maulgar:
YouTube - How To: High King Maulgar

Protection PVP
Akilleuz Rank 14 Prot PVP:
Akilleuz - Panzar Come Back

Horky, Prot PVP:
Stage6 · Horky 3.5: 70 Prot PvP Warrior*-*Video and Download*·*Horky2

Kaktus, Prot PVP:
Kaktus_PvP.wmv - FileFront.com

Ciderhelm 6571 SS w/ Berserk:

Ciderhelm 4251 SS w/o Berserk, DW:

Legacy Movies (Pre-Burning Crusade)
Ciderhelm Kel'Thuzad:
EventideKelThuzad.wmv - FileFront.com

Ciderhelm Loatheb:
EventideLoatheb.wmv - FileFront.com

Ciderhelm Thaddius:
EventideThaddius.wmv - FileFront.com

Ciderhelm Gluth:
Game Downloads, Game Patches - FileFront.com

Ciderhelm Noth:
EventideNoth.wmv - FileFront.com

Ciderhelm Maexxna:
EventideMaexxna.wmv - FileFront.com

Ciderhelm Fankriss:
Game Downloads, Game Patches - FileFront.com

Ciderhelm Sartura:
Game Downloads, Game Patches - FileFront.com

Ciderhelm Kri, Yauj, Vem:
Game Downloads, Game Patches - FileFront.com

Ciderhelm Nefarian:
Game Downloads, Game Patches - FileFront.com

Ciderhelm Vaelastrasz:
EventideWarriorVaelastrasz.wmv - FileFront.com

Ciderhelm Razorgore:
Game Downloads, Game Patches - FileFront.com

Ciderhelm Lethon:
EventideWarriorLethon.wmv - FileFront.com

Ciderhelm Ysondre:
Game Downloads, Game Patches - FileFront.com

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0.9 Important Links and References
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Evil Empire Guide (Satrina)

Threat and Warrior Tanking Guide (Lavina, WoW-Europe)
WoW-Europe.com Forums -> Threat & Warrior Tanking Guide

WowWiki Threat Values (Kenco)
Formulas:Aggro - WoWWiki, the Warcraft wiki

WowWiki Formula Listing
Category:Formulas and Game Mechanics - WoWWiki, the Warcraft wiki

Warrior Macros (Jedroth)
WoW Forums -> 2.0 Warrior Macros (v2.5) reformatted

Cogwheel's Macro Intro & FAQ
WoW Forums -> Macro Intro & FAQ - READ 1ST!

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