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I'm going to focus on prot since it's the only one I've tried enough to talk about
General Thoughts
Specs
Talent Calculator - World of Warcraft- This is what I've opted to try to use (albeit I haven't tested it completely yet but i'm pretty sure this is what I want to have when I'm protPvP'ing, of course having piercing howl or tactical mastery would help, I just don't think they are worth losing points in prot right now.
With this spec I am able to get all of my core protpvp abilities namely warbringer, shockwave, conc blow, toughness, and damage shield. Now you may ask why I only get 1 point in imp shield reflect, well I mostly run 2s and 3s, so I don't think 1 more point to gain 2% miss chance is worth it to me, I mostly use it to protect my teammates, and as far as I know there is no range difference in the arenas so sometimes if someone is being focus fired, firing off a spell reflect can save him and prevent yourself from eating a CC. Very very useful. Warbringer is a no brainer, being able to basically be unkite-able is amazing in pvp, and I'll get into how to win without MS.
Meta Gems
I am continuing to use my pvp gear and not prot gear for prot PvP in arenas and as such still am a fan of the 24 ap/ run speed meta.
Swift Skyfire Diamond - Item - World of Warcraft
Glyphs
Major (Pick 2)
Because we're prot we're gonna be using different ones than other pvp warriors, one that I've been using is Glyph of Revenge - Item - World of Warcraft it works out very nicely because although rage isn't a huge problem as prot I've found, being able to put out a lot of damage without worrying about rage is still a good situation to be in, so macroing revenge to /cast revenge /cast heroic strike with this macro is a great way to just blow away rogues or ret paladins that focus you. (and they will try, believe me)
My other Major glyph is:
Glyph of Hamstring - Item - World of Warcraft having the ability to proc an imp hamstring is awesome but some people might find that sticking to their target isn't that big of a deal and may opt for these two also great alternatives:
Glyph of Execution - Item - World of Warcraft or
Glyph of Rapid Charge - Item - World of Warcraft
All 4 of these are great, the two I selected were just my preferences, but I don't think you can really go wrong with any of the 4 mentioned above.
Minor
Glyph of Charge - Item - World of Warcraft
Glyph of Bloodrage - Item - World of Warcraft
Glyph of Battle - Item - World of Warcraft
I use the same glyphs as BW, namely because there isn't many available at 70, and 2 because these all are pretty good, especially the glyph of charge, I've charged nearly across the entire Nagrand arena to chase down a blinked mage.
Gear
I am composed entirely of Season 4 armor except for my shoulders which are season 3. Any pvp gear will suit you well as the new str -> sbv conversion is good and you don't want to gimp your overall damage either by lowering your AP (white hits, heroic strike, devastate, revenge, shockwave, conc blow, execute). I unfortunately am using Breeching Comet for my gear because well, I don't have anything better as a One hander, and as an orc the extra expertise is beneficial. Enchants should be your basic pvp enchants, namely Executioner for weapon, and Str/Ap/Crit for your legs, hands, helm and shoulders. I'm also using the season 3 shield which is a big boost to my survivability and my damage output (nice Block Value on it). Preferably I'd use a season 3 or better 1handed axe for it's obvious upgrades.
Gemwise I'm just using the old Str in Red, and Str/Crit in yellow slot mentality.
Trinkets I'm using the pvp trinket of course and depending on what I'm running into a lot of during the night I'll switch between the commendation of kael'thas against rogues/ret paladins, or my battlemaster's trinket against all other comps (more damage, and on demand hp).
Overview
So, new to prot pvp are ya? (who isn't!?) There's some very important things that you need to know, and one of them right off the bat is that yes we've been buffed significantly to be more mobile, and do more damage. Shield slam is definitely our bread and butter damage dealer now especially if timed with shield block BUT without Mortal Strike or some other healing debuff, we are not going to be able to burst down dps/healer teams as fast, BUT there's a good thing in that there are two solutions to this. 1) Run with another class who CAN put up the debuff for you (rogue, warrior, hunter) or 2) run with a good healer and basically use the fact that the healer will never peel you off of them and that you'll win the mana battle as long as you put good pressure on the healer and waste his mana.
So my experience so far is that I've done 20 some odd arena matches and countless BGs this past weekend as prot. For one thing, in BGs there's absolutely no reason why a skilled warrior spec'd prot can't top the charts, I know I did in kbs, kbs/death ratio, as well as Damage done. So the days of "LOL look a prot warrior, ignore him" are gone, people will see you, and either die in futility, or run away knowing they can't kill you but you sure as hell can put the hurt on them.
Arena matchups (2v2s)
Double Dps
I ran resto druid/prot warrior and we beat almost all of the double dps teams because of our survivability and namely my ability to put up reflects for my druid and saving his butt a lot, disarming as often as possible also keeps a lot of pressure off of him, and being able to chain stun people really increases my druids mobility all while I am whittling down the opponents health. If they decide to focus fire me, it's almost a no contest, between shield reflect, shield wall, shield block, and last stand, AND trinkets? They'd have to really do some amazing burst to take you out after all that AND leaving your healer free to heal and cc them. It really was just a matter of protecting my druid till their CDs were blown, and just finishing off the double dpsers.
Healer/DPS
The harder makeup that we faced was this. This required a little bit more time, and effort on my druids part. All I did was run and keep pressure on the healer keeping full stack of sunders by devastating, and shield slamming away buffs they have and working them down. Eventually they run oom, and I am able to get them low, interrupt/silence them and finish them off with a shockwave shield slam conc blow execute. The hardest team we ran up against though was a resto shaman/ret paladin. This team is definitely killer, with the shaman's ability to help dps, as well as give the ret paladin bloodlust and windfury, it just over-inflates the already somewhat overpowered retribution traits in arena. Basically if they could get my druid to 70% health and in los of the shaman it was gg, between stuns, ret burst, and shaman shocks/purges, my druid never stood a chance. I came extremely close to being able to take them out by sticking to the paladin but between the two of them being able to heal, AND the paladins bubbles, this team is definitely something I can't figure out how to beat easily. Aside from this though, I was able to wear down shaman, druid, priest, paladin mana by just working em, keeping 5 sunders, and keeping mobile. This coming week I'll respec to the one I linked above (right now i'm 5/5/51 because I was tanking heroics and thought I needed the parry) and tell you guys how much better we do, we went about 50/50 because of said ret/resto sham team beating us like 7 times, but overall I'd say we did really well.
Tips/Tricks
Remember, warbringer allows you to break out of movement impairing effects whenever you charge/intercept/intervene, so if that mage has you frost nova'd, or that druid has you rooted, or a rogue has you crippling poison'd, just charge right out of it, and much to their surprise. I spent most of my time in berserker stance so that I could both charge and intercept, and it made my ability to stay mobile almost not a problem. The problem with it is that you can't spell reflect while in zerker and without tactical mastery, if you need to do a clutch spell reflect you will not be able to. So against teams that will be trying to drop your druid, only go into zerker to intercept, then go back into battle or defensive immediately to be able to best utilize your survival talents with your druid.
My bread and butter destruction combo is probably strangely enough being in defensive stance because it allows you to light up revenge.
You want to revenge/HS macro, after you've devastated to 5 sunders, shield slam them for big damage, shield bash to interrupt the first spell and to daze the target. Devastate to add damage as well as try to proc SnB for shield slam. when the target tries to cast again, shockwave him to interrupt/stun, shield slam again, and HS if you've got the rage. his final cast will be taken out by your conc blow which should by now dropped their health to execute range to which you want to change stance to berserker, pop Recklessness, and execute him. when timed right they'll never get a heal off, and you'll drop the sucker fast. If you know that the target won't be hitting you at all so they'll never proc revenge for you, then you might want to just sit in zerker and rely on pummel instead of shield bash, and weave in hamstrings to keep them in close.
Always intercept first and charge after unless they are out of range, why? because they share DRs and if you're trying to chain stun someone, you want to use your longer stun first, if you charge first, then intercept, the intercept stun will only be 1 second long.


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) but perhaps maintaining one pvp-centric 3.0+ guide would be smarter than multiple separate guides.


I just wanted to know whether an enchant which would only be justified in dealing with those two classes 
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