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Thread: Harsh Words and Steel: A Protection Warrior Guide

  1. #1
    Join Date
    May 2009

    Harsh Words and Steel: A Protection Warrior Guide: Updated for 5.4

    Or, Just Don't Let Them Melee You Up the Bum

    Patch Version: Patch 5.4
    Latest revision: 23rd May 2014
    Author: Tengenstein EU Azuremyst
    Twitter: @Tengenstein

    The Protection Warrior, A stalwart protector who uses a shield to safeguard themselves and their allies, whilst breaking faces.

    1: Terminology and Acronyms
    2: Protection Warrior Veteran's Primer: What's Changed?
    3: Specializing in Protection
    4: Active Mitigation, Action Priorities & Resources
    5: Cooldowns
    6: Talents
    7: Stats & Gearing
    8: Gemming, Enchanting and Professions
    9: Glyphs
    10: Consumables
    11: Boss Swing Speeds
    12: Macros

    1:Terminology and Acronyms


    Spell Name Level Acquired Source Acronym
    Heroic Strike 1 Trained HS
    Victory Rush 5 Trained VR
    Defensive Stance 9 Trained Def Stance
    Shield Slam 10 Specialization SS
    Sunder Armor 16 Trained SA
    Shield Block 18 Specialization SB, Sblock
    Thunder Clap 20 Trained TC
    Heroic Throw 22 Trained HT
    Devastate 26 Specialization Dev
    Revenge 30 Specialization Rev
    Enraged Regeneration 30 Talent ER
    Impending Victory 30 Talent IV
    Second Wind 30 Talent 2W
    Deep Wounds 32 Trained DW
    Last Stand 38 Specialization LS
    Battle Shout 42 Trained BS
    Piercing Howl 45 Talent PH
    Blood and Thunder 46 Specialization BnT
    Shield Wall 48 Specialization SW
    Sword and Board 50 Specialization SnB
    Intimidating Shout 52 Trained IS
    Berserker Rage 54 Trained ZR, Zerker Rage
    Demoralizing Shout 56 Specialization DS, Demo Shout
    Spell Reflection 66 Trained SR
    Commanding Shout 68 Trained CS
    Shattering Throw 74 Trained ST
    Mass Spell Reflection 75 Talent MSR
    Master: Critical Block 80 Specialization Crit Block
    Shield Barrier 81 Specialization Sbar, Sbarrier
    Rallying Cry 83 Trained RC
    Heroic Leap 85 Trained HL

    General Game Jargon/Terminology

    Mob = an enemy, monster, or computer controlled non-player character (npc).
    Proc = a spell, talent, enchant, or glyph effect that triggers from some set of conditions usually providing a buff or ability.
    Tank = the designated character in a party or raid who gears to be strong on survival and takes the primary attention of enemy targets.
    DPS = short-hand for damage dealers. I will use the lowercase "dps" to short-hand for damage per second.
    Pop = slang for using a spell or ability.
    Cooldown (CD) = the period where a spell or item is unusable because it is refreshing.
    Global Cooldown (GCD) = the game is built with a base cooldown for the player client of 1.5 seconds. This keeps the player from being able to use most abilities less than 1.5 seconds apart. Some abilities can be used without triggering the Global Cooldown, while for certain classes, the Global Cooldown can be reduced in length with certain stats or abilities.
    Internal Cooldown (ICD) = a cooldown hidden in a talent, set bonus, trinket, or gear proc. Cooldown is not visible to the player, but the ability won't be able to proc again until the cooldown is finished.

    WoW = World of Wacraft
    Vanilla = World of wWrcraft prior to any expansions
    TBC = The Burning Crusade, WoW's first expansion
    WotLK = Wrath of the Lichking, WoW's second expansion
    Cata = Cataclysm, WoW's third expansion
    MoP = Mists Of Pandaria, WoW's fourth expansion
    Last edited by Tengenstein; 05-22-2014 at 08:02 PM.

  2. #2
    Join Date
    May 2009
    2:Prot warrior veteran's primer: What's changed?

    Blizzard have shaken warrior tanking up quite a bit this expansion, in previous tiers there was not a great deal of synergy between a prot warrior who could do his rotation flawlessly and one who was just pressing whichever button he though looked best, beyond keeping up a couple of taking debuffs and timing SW/LS/ER/SB there really wasn't much a tank could do to impact his survivability. That isn't true in MoP.; The new active mitigation model means the better you can perform your rotation, the more difficult it is to kill you.

    Talents, Glyphs and specializations

    Prime Glyphs are gone, Talent trees are gone. Glyphs are mostly unchanged and have reverted back to what we knew in WotLK, you get to choose 3 Major and 3 Minor glyphs, major glyphs tend to be mechanic changes, and can have significant effect on your play style, minor glyphs tend towards being purely cosmetic. A lot of what used to be Talents are now major glyphs. Specializations are what define you're play style, as a warrior you have the option of choosing either Arms, Fury or Protection. Choosing a specialization will grant you many new abilities. For tanking you really should choose to be specialized in Protection. Whilst the Talent trees are gone, we still have talents to choose from, some of these are old favourites, some are new. Every 15 levels you get to choose 1 talent form 3 options, and these choices are mutually exclusive; you can't skip the level 15 choice and pick two options from level 30. Talents are now exclusive to specializations, regardless of what specialization you choose you get the same selection of talents to choose from.


    Stances no longer confer damage bonuses, and none of our abilities are now stance limited; You can execute in defensive stance, and it will hit for just as much as if you where in berserker stance. Stances mainly affect how you generate rage. In Battle Stance you will generate most of your rage from white swings. You will not gain any rage from damage taken, and your protection specialization Rage builders will not work. In Berserker Stance you gain half as much rage from white swings as you would in battle, but for ever 1% HP you take in damage you gain 1 rage, your protection specialization rage builders will not work in this stance either. In defensive stance, we gain no rage from white swings, no rage from damage taken, but our Rage builders do work., additionally we gain 25% damage reduction, 700% threat increase and generate 1 rage every 3 seconds whilst in combat, it is also the only stance in which your protection specialization Rage builders will work, for the vast majority of situations, there is almost no reason for tanking warriors to ever leave defensive stance.


    Unlike previous tiers we no longer gain rage from damage taken; you can't stand in the fire for extra resources. You're rage income will be defined mainly by two factors: how well you can perform your rotation; and to a lesser extent how well geared you are. We also spend rage differently from previous expansion. It used to be the case that almost all our abilities cost rage. And we used either HS or cleave to burn off excess rage as increased DPS. In MoP most of our rotational abilities are free, and whilst HS and Cleave can still be used to burn excess rage, the vast majority of our rage will be used to keep up defensive buffs.

    Spell Changes

    • Shield Slam: Generates 20 Rage, No longer dispels (restored via a major glyph).
    • Revenge: Generates 20 Rage, Hits 3 targets, 9 second cooldown. No longer only usable after a dodge, block, or parry. Instead Dodges and Parries refresh it's CD, no longer can proc SnB. each additional target will take 50% reduced damage.
    • Sword and Board: Grants Devastate a 30% chance on hit to reset the CD of SS and increase the rage generated by your next SS to 25 rage.
    • Thunder Clap: No longer slows melee attack speed by 20% (that buff no longer exists in game) instead applies the “Weakened Blows” Debuff, decreasing the physical damage dealt by 10%
    • Demoralizing Shout: no longer decreases physical damage dealt by 10%. its now our minor defensive CD; 1 minute CD, decreases damage done by all enemies with 10 yards to us (just us) by 20%
    • Deep Wounds: no longer procs off crits, or deals weapon based damage, its now just a DoT that's applied by Devastate and Thunderclap, no longer rolls.
    • Shield Block: no longer a minor CD, increases your chance to block by 100% (no longer just 25%) costs 60 rage, this is going to be your main Rage dump. Lasts 6 seconds, has a 9 second CD, has 2 charges.
    • Recklessness: No longer increases damage taken
    • Ultimatum: we have a 100% chance to on Shield Slam crit to make our next HS or Cleave Auot-Crit andcost no rage.
    • Vengeance: Now is 1.5% of the unmitigated physical damage taken, or 5% of spell damage taken, caps at your maximum health
    • Defensive Stance: Now decreases all damage taken by 25%, and grants some passive rage gen. Threat Bonus is up to 700% damage done
    • Pummel: now like almost every other Interrupt has a 15 second CD

    Vengeance has undergone a number of changes in 5.4; its now only 1.5% of the bosses pre-mitigated damage, i.e. the damage value of his attacks before your active or passive damage reductions affect that number, its not affected by absorbs or cds or any of the stuff you do to stop yourself dying. 5.4 eliminated Vengeance gains from Persistent ground effects, so you're not going to get a DPS boost from standing in the fire, it also eliminated extra Vengeance gains from being crit, so there's really no excuse to sit down and take a crit now. Additionally there are Diminishing Returns on vengeance whilst tanking multiple mobs, Lore was kind enough to post a succint Explanation of how this multimob DR works;

    The basic, concise explanation is as follows: The Nth strongest (based on pre-mitigation average auto attack DPS) mob that has hit you in the last 5 seconds grants 1/Nth of full vengeance with their attacks. N is recalculated on every hit taken.

    So here’s an example. Say you’re tanking 3 mobs – we’ll say it’s a boss and two adds. The boss has pre-mitigation average auto attack DPS of 1500k, one add does 400k, and the other add does 300k. The game will form a list of those mobs from 1-3, like so:
    1. Boss: 1500k DPS, 1/1 (100%) of normal vengeance is granted
    2. First add: 400k DPS, 1/2 (50%) of normal vengeance is granted
    3. Second add: 300k DPS, 1/3 (33.333%, repeating of course) of normal vengeance is granted

    This would of course continue as more mobs are being tanked (granting 1/4, 1/5, 1/6, and so on). Also, if the second add were to land a hit at any point when the first add hasn’t attacked you in the last 5sec (such as if it swings first), that attack would grant 1/2 Vengeance instead of 1/3.

    I've just got back from cataclysm What does this actually mean?

    As far as rotation and priorities go not a lot has actually changed. You still want to be using Thunderclap to keep up the tanking debuff, and you still mainly want to stick to the old SnB based SS>Rev>Dev rotation. However instead of dumping excess rage into HS or cleave you want to try to keep SB up and dump excess rage with SBlock on physical fights, and exclusively dump with Sbar on magic fights. If you used to weave Shockwave/Concussion Blow in or keep Rend up, forget about it, they either don't exist, or aren't worth it. Rage is going to be very limited for a while, get used to timing your rage dumps.
    Last edited by Tengenstein; 09-08-2013 at 09:45 AM.

  3. #3
    Join Date
    May 2009
    3:Specializing in Protection

    Specializing Protection bestows you the following abilities;
    • Shield Slam: This is your primary single target ability, and your primary Rage generator , if you can Shield Slam, you should Shield Slam. Do not entertain the concept of not Shield Slamming
    • Unwavering Sentinel: This passive provide you with better stamina and armour scaling from gear, Crit immunity against raid bosses, removes Thunderclap's rage cost.
    • Vengeance: This passive will activate when any NPC attempts to hurt you whilst you're in defensive stance. You gain 1.5% of the unmitigated damage as Attack Power.
    • Shield Block: This is your primary rage dump against most mobs. Uselss against casters, but otherwise you goal is to keep this up as much as possible against anything that tries to hit you.
    • Devastate: Your Filler ability, it provides the “Sunder Armor” Ideally if SS, BS and Rev are on CD you should be using this ability, especially once you have Sword and board.
    • Revenge: Your secondary rage builder, doesn't hit quite as hard as SS does, but it does hits 3 targets with damagage dimishing by half for each additional target, still well worth using on single target. It has quite a long CD, but is refreshed every time you dodge or parry an enemy's attack.
    • Last Stand: this is your primary panic button, If ever you feel you are about to die and would prefer not you should press this. it can also as a pre-emptive survival CD if you know you're about to recive a big hit, though generally Shield wall is better for those situations
    • Blood and Thunder: This allows your Thunderclap to apply the Deep Wounds dot (and increase the dots damage by 65%), making Thunder Clap the mainstay of you AoE abilities.
    • Sword and Board: Each time you connect with Devastate you have a 30% chance to refresh Shield slams Cooldown, and increase the rage it generates by 5. A very substantial Rage increase, essentially turning Devastate into an unreliable rage generator. It has the unfortunate side affect that any ability that incurs the GCD is actually a rage loss to use; that GCD could have been spent on Devastate to proc this ability.
    • Plate Specialization: this increasing your stamina by 5% whilst you're wearing full plate. I don't really understand why you wouldn't wear full plate, but this makes sure that if it wasn't already, its a damn fool idea not to.
    • Ultimatum: This passive gives your shield slam crits a 100% chance to make your next HS or cleave freeand Auto-Crit. Outside of this proc, you'll rarely use either HS or Cleave
    • Bastion of Defense: gives you an additional 2% chance to dodge and 10% chance to Block, and lowers the CD on shield wall to a reasonable amount.
    • Shield Barrier: This is you only Rage dump that provided defensive benefits agaisnt magic, it absorbs either 2.5x your stamina or 1.8x your vengenace whichever is larger. Generally rage is better spent on shield block.
    • Mastery: Critical Block: This allows you to benefit from mastery rating on gear. Mastery will increase your chance to block, and allow you to critically block. Blocking an attack decrease the damage it does by 30% critically blocking will decrease the damage by 60%, as well as enraging you.
    • Demoralizing Shout: This a minor CD , use it frequently to reduce damage.
    • Riposte: for 20 seconds after Dodging or Parrying an enemey attack you gain 75% of your Parry and Dodge rating as Crit Rating.
    Last edited by Tengenstein; 09-07-2013 at 04:48 PM.

  4. #4
    Join Date
    May 2009
    4:Active Mitigation, Action Priorities & Resources

    The main priority of a Tank beyond keeping aggro is staying alive (in fact it's very hard to keep aggro whilst dead, so hard i've only managed it once), Blizzard doesn't believe that struggling to hold aggro is compelling game play and so have made holding aggro against DPS and healers trivial. This means they have had to make something else compelling, and they came up with three ways of doing that; either by making tank DPS matter, making DPS buttons provide mitigation, or make DPS buttons provide resources which can be spent on mitigation. Protection Warrior gameplay is mainly formed of the latter in MoP.

    Single Target
    1. Use Shield Slam
    2. Use Revenge
    3. Use Thunder Clap to keep the Weakened Blows debuff up.
    4. Use Battle Shout or Commanding Shout, whichever your raid wants more
    5. Use Devastate otherwise to fill eempty GCDs
    6. Use Heroic Strike on Ultimatum procs
    7. Dump excess rage with Shield Barrier or Heroic Strike as long as it won't delay your next Shield Block
    A slightly more complicated rotation can built by weaving longer CD abilities (basically anything other than Rev/Dev) into the last GCD before Shield slam comes off CD. so you rotation becomes;

    Shield Slam > Rev/Dev > Rev/Dev > X

    Which would reset back to shield slam any time you get an SnB proc. Like mentioned earlier under 20% health warriors gain access to execute, a very expensive ability, generally it should only be used is you aren't presently tanking something


    The AoE rotation is essentially the same except when you have 2+ targets you want to substitute HS with Cleave and want to be using TC on CD. Tab round the mobs trying to get SS's and Rev on all Targets. You will also want to be using HL as much as possible. Falling into the following rotation offers the best compromise between maximising RPS and maximising Threat on the maximum number of targets;


    This allows you to Keep both SS and TC on CD, but gives you the biggest windows for Revenge Procs,

    The Pull

    Pre-pull you will want to use a Shout and then Charge. Mid-Charge you will want to HL and Zerker Rage, you should then either Shield Slam (single target) or Thunderclap (AoE). Unless you specifically need your offensive CDs elsewhere its probably a good idea to use them on the pull. I know from a dps standpoint it would be better to wait until you built some vengeance, but your Raid's DPS should not have to wait, their pre-pots are expiring. The more Threat you can burst out in the first 5-10 seconds is the more DPS they can pull.


    Taunt has undergone some changes in 5.4, mainly to alleviate tanks taunting off tank s with high vengeance and losing aggro; All Taunt type abilities increase all threat generated against the target while the taunt is active by 200%. This is a bit misleading as its actually triples our threat modifier (to 2100% damage done), so if you lose aggro whilst your taunt is on CD you are doing something really wrong.

    IF AT ANY POINT YOU ARE SPAMMING TAUNT ON COOLDOWN ON A TARGET YOU ARE DOING IT WRONG. Taunt is there to save lives, not as a means to maintain aggro. If everyone is performing their roles correctly you should never need to spam taunt. As a tank you should only Taunt off another tank to prevent them from dying, if they have all the aggro and are not falling over, they do not need you to taunt off them. It's not only bad tanking its bad tanking etiquette, you are being a dick. If a healer has aggro you could taunt but in most cases you should be using one of your primary rage builders to get snap aggro, or perhaps a charge/heroic leap to the mob. If DPS get aggro same deal, or if they're not using their threat dumps, don't, just let them die.

    If you feel you cannot actually tank without spamming taunt you may find this more suited to you,

    Rage Dumps

    So now you have the red bar filling up nicely what do you spend it on? Prot has 5 abilities on which it can spend rage the first 4 are off the GCD, so don't have “hidden rage costs”

    • Heroic Strike: Prot typically uses one handed weapons so weapon damage isn't really all that great. Its a little extra damage for a lot of rage, Use if you really must, but it is incredibly inefficient
    • Cleave: Even more inefficient than HS on single targets, should only use when you are sure it will connect on two targets and you have more rage than you can spend
    • Shield Block: As it increase your chance to block it also increase your chance to critically block, thus this also increase your RPS and DPS. This should be your go to rage dump for encounters where the dangerous (Spike) damage will be form Melee attacks
    • Shield barrier: Generally Shield block is better, but if that’s on CD or if the incoming attacks are unblockable this is the only other defensive option. Has some panic button functionality.
    • Execute: Unlike our other ways to spend rage this is on the GCD, so it also has a hidden rage cost since this GCD could have been used to generate more rage, however, this is the hardest hitting ability in the entire Protection Warrior Toolbox. If you're certain you're not going to die from the loss of SB/Sbar uptime go ahead and use it, but you are literally leaving yourself wide open to a killing blow, and your healers will probably hate you for it. If you have any CDs not reserved for remaining fight mechanics use them to cover yourself whilst weaving Execute in place of Devastate.
    • Savage Defense: Only available if a Druid has cast Symbiosis on you, generally is inferior to Shield Block, unless you specifically need to dodge something. Balance gets Intervene in return, Guardian's get Spell Reflect (with a 2min CD and a 15 rage cost), Resto get Intimidating Roar (IS by another Name), and Feral Get Shattering Blow (Shattering Throw by another name, cost them 50 energy).
    Active Mitigation Strategies

    The choice between using Sbar or Sblock is a crucial part of being a prot warrior, and its rarely a case of just using one or the other. On Most encounters, your largest source of incoming damage should be Boss melee and when this is true Shield Block should be you nominal choice. Now a lot of the time Sbar will actually stop more overall damage, but because it tends to be used up before its full duration it leads a to a spikey damage profile of Absorb, partial absorb, hit, hit, hit, hit, and its those chains of hits in conjunction with either heavy raid damage, or healer movement that will usually lead to you dying. With Sblock however you might take more overall damage but almost every hit should be blocked so the longest possible full hit chain is 2 hits. Shield block also has the nice effect of increasing your enrage uptime which means more rage and more DPS, especially with the GLyph of Heavy Repercussions. Now thats not to say Shield Barrier is useless, far from it; Unlike Sblock it stops all forms of damage, so if you're not particularly worried about the melee hits, but you are worried about something like a powerful breath attack timing an Sbar just before the attack is probably a very good idea. What complicates this further is that theirs no real pattern to whether a given boss special attack is blockable or not; Tortos' Snapping Bite is blockable, Ji-Kuns' Talon Rake is aswell. Vizier Zorlock's Exhale isn't blockable despite being physical, and Garalon's and Primordius' frontal cones are blockable despite being AoEs, Jin'rohk's Thundering Throw is blockable, but will still throw and stun you. The only real guideline i can offer is if in doubt use shield block against physical attacks, and use Shield barrier against magic damage but there are exceptions.

    Shield Block has a rather interesting recharge behaviour; It has 2 charges and they recharge sequentially over 9 seconds, rather like the DK's Rune system. Now on a patchwerk fight where we have the boss in our face 100% of the time we'll just burn a charge every 9 seconds and get ~66% uptime on Shield Block, however whenever we get the chance to let both charges recover and have enough rage (60 rage to start and 10rps for the next 18 seconds), you can have 24 seconds of continuous shield block uptime. this will then be followed by 3 seconds of down time to recover the first charge, and another 9 to recover the second; 12 seconds from full exhaustion to fully recharged. Now you'll notice that thats still ~66% uptime on SB. However if you only have aggro for 24 seconds at a time (or less) because of taunt swapping or boss phases you can use this to make sure you have SB up 100% of the time you have aggro and use the time when you don't to let SB recharge. It does mean you'll have to pool rage when not actively tanking, but on fights like Empress or Will it can mean that whenever the boss is actually hitting you, you're "unhittable".

    Just Using SBlock On recharge is actually a fairly decent way to play, and will suffice for most situations if you can get the mechanics right, against mobs that just melee (or the melee is the dangerous bit) its probably the best active mitigation strategy you can choose. The counter point to this which may come as a suprise is that attempring to bleed off extra rage with Sbar under this strategy can be detrimental if it delays the use of Sblock. THis makes sense if you think about it; you end up stacking Sbar on top of an SBlock, which isn't really improving things much as you're not going to die to mele with SBlock up anyway, SBar or not, but to do that you're extending the the time between Sblocks, eseentially opening a window for a hit string. That said if you're not worried about melee hits but are worried about a big boss special Layering Sblock and SBar over it is a fine way to trivialise it. If you're worried about boss special combined with melee hits you should stick to keeping sblock on recharge and making sure you have enough rage to time an Sbar with the boss special.

    And if you just keep one charge recycling you dump excess rage with shield block, or alterntively keep a shield block in reserve for boss mechanics.
    Last edited by Tengenstein; 09-07-2013 at 07:13 PM.

  5. #5
    Join Date
    May 2009
    5: Cooldowns
    I'm going to cover our CDs in four categories; Personal dps CDs, Personal Survival CDs, Raid dps CDs, and raid survival CDs. The labeling is not perfect. I will also not cover any CD's we must talent for as I’ll touch on them in the Talents Section. A word on War Banner, it's actually 3 CDs, each has its own respective CD, the only stipulation is you can only have one down at any time.

    Personal DPS CDs
    • Recklessness: Our most powerful DPS CD, it can give us great burst but it is by no means a guaranteed DPS increase. Like almost all other DPS CDs it benefits from being used simultaneously with other DPS CDs.
    • Berserker Rage: Grants Immunity to fear, sap and incapacitate effects, and causes you to enrage. This will break the CC affects currently on you, so most fears (not horrify effects), Gouge and Repentance count as Incapacitate.
    Personal Survival CDs
    • Shield Wall: Our Big CD. It can be glyphed to provide 60% damage reduction on a 4 minute CD. SW should generally be used in a planned and proactive way before taking a hit to prevent the damage happening, whilst it can be used to recover from a big hit it's not optimal for this purpose.
    • Last Stand: Our other major CD, LS is an excellent panic button do not be afraid to press it. If you die whilst this isn't on cooldown you've failed as a prot warrior. Sometime the encounters will require you to save it in order for strategic use but other CDs are generally better in that role.
    • Demoralizing Shout: This is our minor CD, Feel free to use it liberally and as you see fit, Keep in mind this is actually a debuff you place on all mobs within 10 yards of you, so has no effect if you use it out of rage nor does it work against thinks that are immune to your damage or environmental effects.
    • Spell Reflection: Against the vast majority of raid bosses this just does not work. However there are usually a couple of places it does, and its very nice for trash tanking. Despite the tool tip saying reflect the next spell, it has some quirks; Any spell that leaves the casters hands while you have the spell reflection buff will be reflected, however the first reflectable spell to land on you will remove the buff.
    • Disarm: Removes the targets's Main hand and off hand weapons, significantly reducing their damage dealt, lasts 10 seconds, 1 minute cooldown, most bosses tend to be immune to it, but it's usually worth a try sometimes it allows you to cheese an encounter. I have no idea what significantly actually means in the context of PVE but a quick look at my boss logs shows a 30-60% in melee hit damage.
    Raid DPS CDs
    • Shattering Throw: This is a bit of personal DPS and survival Loss, but your physical DPS will love you for it, especially if you time it with other raid dps CDs like Bloodlust, or Skull Banner, it is a casted ability, you don't dodge block, or parry whilst casting so try to squeeze it between boss melees or cover yourself with a defensive CD.
    • Skull Banner: This is a really unique raid CD, only warriors can provide this effect raid wide increase in Crit Damage, you should try to time it other raid DPS CDs for maximum effect , and also try to coordinate it with your personal DPS CD's too, it does only have a 30 yard radius so try to make sure you cover as many of your raid's DPS as possible. It does not increase amount of healing done by critical healing. Excellent Synergry with Recklessness.

    Raid Survival CDs
    • Rallying Cry: This shares an ICD with LS so if you cast LS you cannot cast RC until your LS buff has expiered and vice-versa. Unlike LS the additional health granted byy thiis ability is lost when the buff expires. 30 yard range is centred on you so be aware of your positioning.
    • Mocking Banner: Fixates all targets within 30 yards for 6 seconds every 3 seconds, the banner lasts 30 seconds. 3 minute cooldown.. This is not some target dummy distraction tool like AoTD, or a Guardian's Treants, or a Brewmaster's Xuen, this thing fixates mobs on you, anything that walks within 30 yards of this will behave as if you fixated it. It literally pulses fixates every 3 seconds for 30 seconds, the the fixate debuff it places lasts 6 seconds just like your taunt. Most raid bosses are Immune.
    • Demoralizing Banner: This is sort of a backwards Power word Barrier, any mobs inside it do less damage, your location doens't really matter. As long the mobs are inside it's range its golden. Just make sure to remember it's the mobs location that matters. Don't Drop it at you feet then take the mobs for a walk about. Like Demo SHout it is a targeted Debuff so doesn't work against targets with immunity or enviromental effects.
    Last edited by Tengenstein; 12-12-2013 at 09:10 AM.

  6. #6
    Join Date
    May 2009
    6: Talents

    Every 15 levels you are offered the choice of taking one of 3 talents, some are passive, some are active, some are upgrades to existing abilities, most you will recognize, some you won't; the choices here will tailor your skillset to suit the encounter. None of these choices are set in stone, and you will be best served by keeping an open mind and not getting too attached to certain ones. Hopefully by launch none of them will be substandard for every occasion.

    Tier 1
    I personally favour Double Time, I don't often charge on cooldown, but I do find having the extra Utility can be most useful. Technically if you do charge on CD Juggernaut has the has the highest RPS. Warbringer feels uneccasary in PVE as generally if you slow something as a tank it's to kite it and that precludes charging at it and we have other, arguable better, options for slowing.

    Tier 2
    I take Second Wind as its completely passive, though its the least likely to prevent a wipe, its doesn't need to thought about at all. Enraged Regeneration's main advantage is that it can be used whilst stunned. IV is our arguably our best spike prevention/ recovery option, a fairly large and often available heal, it does have a hefty cost as unlike the other other options its on GCD, making timing and has rage cost (and a hidden rage cost), it also doesn't syngerise at all well with our T15 2pc and should not be taken with it. Really though there isn't an invalid choice this tier, all are good, as long as you remember to make use of them.

    Tier 3

    I generally find myself flitting between Piercing Howl and Disrupting Shout, depending on the encounter. Few encounters require you to root mobs, on those that do Staggering Shout is a god send, the condition that they be snared first would require some teamwork, or synergistic talent choices. Piercing Howl is great if you ever need to kite packs, this will be awesome, if you have a fellow warrior who's talented into Staggering Shout, you could really cheese some of those kiting encounters.On any encounter where interrupts are a must Disrupting Shout is nice, for 5 mans I can see this being the default option as interrupts are a lot more common and it's great for moving packs with multiple casters.

    Tier 4

    Shockwave has the greatest Add control on trash; Stunning adds is a great survival tool, stunned adds don't melee you which is nice, it also packs a fair punch, and the shorter CD make a great all purpose talent. Bladestorm as Protection is not great, on certain encounters it might have it's uses, but once again Active mitigation does kinda screw this over, it takes 4GCDs to cast this, which is a rather substantial RPS loss, its also somewhat clunky to make sure your active defences cover you for its duration. In terms of single target dps Dragon Roar is the talent of choice for Protection this tier, minimal investment of GCDs, Auto crits (so doesn't scale with Riposte) and ignores armour (so doesn't synergise with Shattering Throw, or Sunder Armor), nor is it affected by the damage boost of being enraged. The Knockback can also be highly annoying on trash, both for the tank, and the melee who suddenly find themselves in front of the mobs. Furthermore Dragon Roar suffers some weird damage reductions when hitting multiple mobs:

    1 target = 1 hit at 100%
    2 targets = 2x75%
    3 targets = 3x65%
    4 targets = 4x55%
    5-10 targets = 50% per target
    10+ targets = 500% damge split between all targets

    So Dragon Roar for Single target, Shockwave for AoE/Utility, Bladestorm for burst AoE/twirling fabulously like the warrior princess you are.

    Tier 5

    I really wish MSR was useful, it can be very powerful on the encounters it works on, otherwise its pure junk, probably will end up as the default 5-man choice. The choice between Safeguard and Vigilance is going to rather personal and reflect the encounter and your raid composition, Safeguard allows more often use, Vigilance is a much heavier CD, the Taunt reset on Vigilance does allow you more room for error if you screw up your taunts and maybe accidentally taunt a mob already on you rather than the boss on your co-tank, or if you've forced a boss to go Taunt immune through over taunting, or if you're dealing with a Taunt whore in LFR

    Tier 6
    None of these Talents provide much, if any survivability increase, they do provide a great deal of utility, Avatar is a root breaker, Bloodbath a Slow, and Stormbolt a stun. Stormbolt is arguable the weakest DPS as it costs a GCD. Avatar has the advantage of lining up with Recklessness and Skull banner.
    Last edited by Tengenstein; 03-19-2014 at 07:19 PM.

  7. #7
    Join Date
    May 2009
    7:Stats & Gearing

    As a prot warrior your main concern with stats lies in Stamina, Armor, Mastery, Parry, Dodge, Hit, Expertise, and Strength. You should, where possible, avoid using pieces with Agility, Intellect, Spirit, or Haste. As always where possible Sim everything.

    What Stats Do

    • Stamina: increases your healthpool and thus your effective healthpool, allowing you to withstand more damage before dying, useful for buying time for healers to save you, can make you somewhat of a mana sponge. One of the few stats that offer some sort of survival bonus against magic damage.
    • Armor: decreases physical damage, the more armor the greater the damage reduction, useless against magic damage. Not a lot of pieces offer bonus armor and it typically is itemised expensively. It does suffer from Diminishing Returns. The damage reduction form Armor is capped at 85%, though it's nigh impossible for Warriors to reach this cap.
    • Mastery: Mastery Rating increases your chance to block, and to critically block. It functions as both a damage reduction stat and a Rage generation stat, as well as offering a slight DPS increase via enrage, it is probably your best stat for increasing overall melee damage reduction. It is useless at protecting against magic. There is a diminishing return on Block chance from mastery. The (soft) cap for Mastery is 100% critical Block chance, past this value Mastery is only increasing passive block chance, and quickly falls off in value due to our class mechanics.
    • Parry: Parry Rating increases your chance to parry, it doesn't offer quite as much TDR as mastery does point for point and increases the variance in damage intake by a larger margin. It does have some RPS gain as it procs Revenge, it also suffers from diminishing returns. 75% of your Parry rating is given to you as Crit rating in combat via Riposte
    • Strength: Strength also grants you parry at approxiamatle the same rate as parry rating does after Kings, you also get 2AP per point of strength. Parry from Strength, and Parry from Parry Rating are both subject to a combined diminishing returns, however Avoidance from strength is not converted to Crit in combat via Riposte so parry rating is better for you than strength.
    • Dodge: Dodge rating is almost identical to Parry rating except it has much harsher diminishing returns (balanced out by the fact all your gear should have strength on it so you should end up much further into Parries DRs) and no other stat provides a source of dodge for warriors. 75% of your Dodge rating is geven to you as Crit rating in combat via Riposte
    • Hit: Hit rating Decreases the chance that your abilities will miss. At 7.5%hit or 2550 Hit rating you will have removed the chance that you physical abilities can miss (melee hit cap). Most non physical abilities (spells) require 15% hit to remove the possibility of missing (the spell hit caps). If your Shield slam or Revenge fail to connect they generate no rage
    • Expertise: Expertise rating does several things, for physical abilities the first 7.5% (2550 rating) will remove the chance that they can be dodged (the expertise softcap), the next 7.5% expertise removes the chance your physical abilities will parried (the expertise hard cap). For abilities that can't be dodged or parried (spells) expertise functions as additional hit rating. If your Shield Slam or Revenge fail to connect they will generate no rage.
    • Crit:increases the chance that your attacks have of dealing double damage, Your Shield Slam and Devastate crits generate 10 rage giving crit some defensive benefit but nothing spectacular.
    • Haste: Haste rating increases the speed of your white swings, it does not lower the CDs of your abilities or decrease the GCD, whilst warriors do get 100% greater haste scaling from gear and consumables than other classes it is still a very poor DPS stat, and provides no defensive benefits. Avoid.
    • Agility: Does nothing for us anymore.
    How to gear

    For most fights where Tank survivabilty is an issue
    • Hit>Exp>Mastery=Stamina>Parry=Dodge>crit
    For Maximising DPS whilst Tanking
    • Hit>Expertise>Parry>Crit>Dodge>Mastery>Stamina
    As previously mentioned there are a lot of different ways of making use of SBlock and SBarrier to mitigate damage, and there are a lot of different incoming damage profiles, Tank skill, healer skill, how geared you are, how geared your healers are, healing team make up, choice of co-tank and even how much DPS is expected of you is going to effect your stat priority; So the bad news is that what your actual stat priority is is going to be high mutable from fight to fight, and its unlikely you'll be able to find a stat priority that will optimize you for every fight. The good news however is that our secondary stats are, usually, within a magnitude of one another; so whilst you may not be perfectly optimized for every fight you won't that far off, and that for most part a higher Ilevel piece we usually be an upgrade unless it has non tanking stats, is under budgeted, or has some weird proccy mechanic like trinkets. In general Gem Stam/Mastery if you're having problems surviving. Avoidance if you're DPS is considered lacking.

    In short: Stamina until you're healers are comfortable with your Health pool, then Mastery for survivability or Parry for DPS

    The Value of Stamina

    How much Stamina you need is something that's quite polarizing. Stamina in and of itself is going to provide three beneifts, firstly it will let you survive larger attacks, which is nothing to scoff at. Secondly, it buys your healers more time to land those crucial life saving heals which is really powerful, and thirdly, it ups your self healing IV, VR, SW, and ER all heal for a percentage of out HP the more HP we have the more they heal for. when we consider all of these things together the conclusion I can draw is that Stamina is the best stat for when things go bad

    Where to draw the line at what is enough stamina is something that is very hard to quantify and is going to perceptably change with the content you're doing, "higher difficulty" raid saetting will require you have more stamina. LFR/10N you can probably get away with whats on gear, 25N/10HC you'll probably want at least a stamina trinket or two, 25HC probably want to invest in some Stamina gems at least until you're mostly out of last tier's gear. You've also got to consider the proportion of magic and physical special attacks you'll be taking, whether they're blockable or not. If a high proportion of the tank damage is not blockable then Stamina is a lot more attractive than it would be otherwise. Generally i can offer the advice that it should soon become apparent if you don't have enough stamina, you'll just fall over to boss mechanics and your healer just won't be able to pick you back up fast enough.

    It's worth remembering that when it comes to Trinkets you get 1.5x as much passive Stamina as you would Passive secondary stats on them. If you feel you need more Stamina you should equip Stamina trinkets before you re-gem your other equipment as when it comes to Gems you get 1.33x as much secondary stat as you do Stamina.

    The only down side of Stamina is that it is our only stat that provides zero contribution to our DPS

    If you are getting one or two shotted you want more Stamina

    On the Value of Mastery

    Mastery is our most defensive secondary stat, however its value is directly proportional to Sblocks effectiveness. If you can't keep SBlock up when you need to, or the boss's kill tanks via magic or otherwise renders SBlock ineffective, Mastery quickly devalues. Usually this isn't the case. Outside those rare circumstances, and if you're not awful Mastery really is rather nice, and it does a rather large number of things, mainly it increase our chance to critically block melee attacks and increase our chance to block attacks, now whilst the later is largely trivialised via Sblock it does mean that Mastery is a powerful stat for both damage smoothing and Total Damage reduction, and from this all it's other benefits come. Each time we critically block we Enrage (there is a 3second internal CD on enraging from critical blocks) each time we Enrage we instantly gain 10 rage making Mastery a resource gain stat, and we also increase our damage dealt by 10% for 5 seconds each time we enrage, making Mastery a Weak DPS stat.

    A Mastery heavy build may find it doesn't need hit and expertise caps

    If you are dying to chains of several attacks, you probably should consider more mastery.

    On Hit and Expertise

    Hit and Expertise are the most powerful stats for maximising resource gains, if you need more Rage these are the best stats to cap out on. For most builds capping these stats is non-negotiable, only once you attain near capped amounts of mastery does the rage gains from hit/exp start to lose its survivability value

    If DPS is a concern Hit & Expertise are you best DPS stats by far, whe it comes to providing DPS they are at least 10-fold better than any other tanking stat. Furthermore, capping hit and expertise do have the effect of making the rotation easier to play, and rage a much more predictable resource, so even when not strictly the best stats for smoothing damage a capped setup my out perform an uncapped, better optimized setup purely because a bad setup played well will out perform a perfectly optimized setup played badly. Making your tank easier to play can be a unquantifiable survivability boost as it frees up brain space to concentrate on fight mechanics rather than your rotation.

    Balancing Parry and Dodge Diminishing Returns

    Balancing avoidance Rating is generally only worthwhile as an afterthought after you've maxed Mastery or stam. It is detrimental to a Parry or Max DPS build.

    I've written that Parry=Dodge several times here, however (and I touch on this later) the actual value of Parry and Dodge ratings will fluctuate depending on how much parry rating, dodge rating and strength you have. For the most part you want to have ~2.3x as much Parry chance as you do Dodge chance and whilst parry rating has a much softer diminishing return than dodge rating, because strength also increase parry, you will find as gear up you actually need more dodge rating than parry rating just to offset the huge amounts of parry you get from strength.

    The following Macro is probably the most succinct for telling you which avoidance stat you need to lean towards. It should work for most races the exception being Night Elves who will need to replace the part highlighted in green with 7.01
    /run d=GetDodgeChance() p=GetParryChance() cp=237.186 cd=90.6425 bp=3.21 bd=5.01 x=bp+cp/cd*(d-bd); if (x > p) then DEFAULT_CHAT_FRAME:AddMessage("More parry"); else DEFAULT_CHAT_FRAME:AddMessage("More dodge") end
    To further Complicate things Warriors (and Death Knights) have a passive called Riposte, every time you avoid a melee hit you get buff which gives crit rating equal to 75% of your total avoidance rating. This serves to makes Avoidance rather powerful DPS stats, and after Hit & Exp your best Rage generation stats. Each time we avoid a melee hit we proc Revenge, and the Addtional Crit from Riposte means our Shield Slams and Devastates are more likely crit, proccing enrage for more rage and damage, and in Shield Slam's case, proccing ultimatum too

    In terms of Raw DPS throughput Parry tends to be slightly better for two reasons, firstly Glyph of Hold the Line, means every time we parry an attack our next Revenge hits 50% harder, and if you're maximising your DPS you should be using that glyph. Secondly, Players still benefit from Parry-haste. Parry-haste is the effect that each time you Parry an attack, you're melee swing timer is reduced by 40% for one swing. Now white hits are not a particularity large damage source but its not small enough to be negligible. so maximum DPS you should not balance avoidance ratings and just straight into parry. Furthermore, once you get a large amount of avoidance increasing dodge by a small amount ends up being a less of a DPS gain than increasing crit by the same amount.

    If you're dying to berserk timers, you should probably get some more Parry

    Critical Strike

    A fair number of sites recommend going full Critical Strike. I Don't. Not because Crit is bad, it's not it's just not really worth it. In terms of Rage gain it's about the same as a Mastery Build, and slightly behind a Parry build, In terms of DPS it's ahead of a Mastery build and about the same as a Parry Build, In overall damage taken it takes way more damage than both Avoidance, and Mastery builds, only a full Stamina build takes near the same damage. In terms of smoothness crit builds are awfully spiky; every other Build is easer to heal.

    In short, a Parry build is able to pull just as much DPS as Crit build, and takes less damage and is easier to heal whilst doing it.

    The one advantage a Crit build has is that it's DPS is least affected by not having aggro, but you really need to not have aggro for a long time for it to be worth doing, to the point that actually you might as well just go DPS and let the other tanks solo tank it. In terms of DPS Stat weights Crit is behind parry and ahead of dodge.

    However, If you are a main Spec DPS and your DPS gear is a much higher ilevel than your tank gear, then maybe yes, you'd be better just slapping on your DPS gear with a Sword and Board if you need to tank.

    Healthpools and Epeening

    One thing you may notice is that warrior tanks have slightly smaller healthpools that DKs and Pallies and druids when wearing the same or similar gear, and this is because Pallies bears, monks and DKs all have better Stamina Scaling passives than warriors. This is fine, it really is, mainly for two reasons. Firstly, of all the equivalents Defensive Stance gives vastly superior passive damage reduction of 25%, the only thing Pallies have to compare with is their passive skill "Sanctuary" which gives them 15%. DKs likewise have Blood presence that gives them a paltry 10% passive damage reduction. Bears are in strange place as their passive "Thick Hide" gives them 12% physical damage reduction and 25% magic damage reduction. Monks are the only other tank with a passive damage reduction equal to our own, which brings us on to the second reason why it's fine for warriors to have less health: Active Mitigation, yes all 5 tanks have active mitigation, but unlike the other tanks Warrior's Active mitigation is entirely proactive. All the other tanks have a reactive component to that requires them to take damage first before they can use it. Pallies Word of Glory is a big heal, as is a druids Frenzied Regeneration, and a heal from Death Strike isn't to be laughed at either, but all of them quickly lose effectiveness if they aren't timed right and end up either as overhealing themselves or sniping the healers heals, Monk's have a strange Mechanic called Stagger where they passively turn a percentage of the damage done into a rolling DoT, and they can expend resources to remove this DoT. All of these can only happen After the tank in question has taken damage. Warrior's don't have anything like that to pick ourselves up after we've be stomped on (not without a CD anyway). Instead we have Shield Barrier, an absorb we can put it up before we take damage. Pallies, Bears an DKs have to take the dragon breath to the face, warriors can at least shave off significant amount of damage. If the other tanks didn't have bigger Health Pools than warriors they would run the risk of dying to the breath, and never getting to the bit about healing themselves up. Warriors don't need to worry about such faffing, we just take it on the shield.

    Tier set Bonuses

    Tier 14; Plate of Resounding Rings
    • 2 Piece: Lowers the CD of Last Stand by 60 seconds.
    • 4 Piece: Lowers the cost of Shield Block to 55 rage, and increases the size of Shield Barriers by 5%
    Lacklustre is one word to describe the tier 14 set bonuses, the 2 piece sounds a lot better than it is there are very few fights with mechanics that this helps on so all it does is allow more frequent use of our panic button. The 4 piece bonus is a little better, whilst the cost reduction on shield Block is nice, we usually have enough rage to use it on CD anyway if we gear correctly so it translates into more shield barriers in realities and the 5% bigger ones is quite nice, but overall not really game changing.

    Tier 15; Plate of the Last Mogu
    • 2 Piece: Your Shield Slam and Revenge have a 10% chance to allow the use of Victory Rush or Impending Victory as if you had just gained a Killed your target
    • 4 Piece: Your abilities generate 50% more rage when used against targets effected by your Demoralizing Shout
    The 2 piece is going to be interesting, it has the potential to be very powerful, though I suspect the most effective use will be sitting on procs until you need a 20% heal rather than prioritizing VR (or IV) above Devastate. The 4 piece seems really nice but the more I think about the more unsure I am; We're only going to get 7 GCDs During Demoshout so at the very most this is worth 140 rage per DS, (assuming every GCD was a SS or Rev, which is unlikely) so one extra Sbar a minute.

    Tier 16; Plate of the Prehistoric Marauder
    • 2 Piece: You heal for 30% of all damage blocked with a shield and 30% of all damage absorbed by Shield Barrier.
    • 4 Piece: For 10 sec after Demoralizing Shout fades, you gain Rage from taking damage.
    On paper the 2piece looks particularily strong at first glance, especially if combined with the mastery cap; if we block a 100K we reduce it to 70k damage, and heal back 30% the blocked damage (30K) and get a 9k heal. Crit blocks are even better as we reduce its damage by 60% to 40K, and becuse we blocked it we get 30% of the blocked damage (60k) as a heal (18K) so for no fatal hits it will seem as if we're block 39% and crit block 78% of the hit. However if you're outright killed by a hit the heal won't land in time to save you, its certainly going to make you smoother to heal, but isn't a cheat death mechanic. The Sbar part is likewise very nice though with the vengeance nerf Sbar's staying firmly behind SBlock for smoothness unless you don't have a healer.

    The 4 piece I'm undecided on: the Rage gain is 1 rage per percent health lost, so will scale with boss damage, but scale inversely with Healthpools. I'm not sure if this a subtle push into avoidance once we reach the mastery cap, Well time it could be a lot of rage, but with all the buffs to RPS, It's just going to translate into more Sbars, and I'm feeling that we're getting to same place DKs are with Death strike; Total number isn't quite so important as timing. and the rate of health to Rage is so low, I doubt its worth specifically going for unless you're getting trucked by the boss, LK 25HC soul reaper style.

    The Indomitable Primal Diamond and The Legendary Cape

    the tanking Legendary Meta Gem can be a real game changer especially if you're not needing to save minor CDs to counter Boss specials and you're willing to do some micro-management and track it's buff. it really is Ridiculously good, if you want to tank this expansion you really want to get the meta-gem as a quickly as possible, the legendary cape is also a real life saver, though not quite so important as the meta gem, especially as the meta gem really reduces the chance of you dying outside of failing at mechanics
    Last edited by Tengenstein; 06-20-2014 at 11:34 AM.

  8. #8
    Join Date
    May 2009
    8: Gemming, Enchanting, and Professions


    Gemming fairly simply make sure your capped for expertise and then either favour Mastery, Parry or Stamina depending on what gearing strategy you're using, general you should pick up socket bonuses as you please. Ideally you'd want to try and get Hit via reforging as you can't reforge Stamina, though if you have to gem hit do so. The Eternal beats the Austere hands down for physical damage reduction and as for most encounters the majority of the damage is physical and most physical boss specials are blockable, where they aren't the Austere may be a better choice. The Effulgent is our only anti magic choice before acquiring the legendary. The Fleet generally should be avoided unless movement speed is the utmost priority. If you are only going to use one meta it should be the Eternal until you unlock the Indomitable via the legendary quest, at which point it unsurprisingly usurps the meta socket. The extremely low proc rate for the DPS Meta gem (the Capacitive) really makes it a poor trade off.

    For a parry build there is some merit in using crit gems in place of Mastery to hit yellow socket bonuses for absolute maximum DPS. Dodge gems generally aren't worth it as they fall behind crit for DPS and Mastery for survivability.



    The following table lists the professions which offer tangible benefits to tanking.

    Blacksmithing Socket Gloves &
    Socket Bracer
    Grants two extra Prismatic Sockets, +480 stam or +640 secondary stats, or +320 Primary Stats, or a combination thereof.
    JewelCrafting Solid Serpent's Eye
    Precise Serpent's Eye
    Fractured Serpent's Eye
    Allows the use of two Serpent's Eyes. +240 stamina or +320 stats
    Alchemy Mixology +480 stam or secondary stats, and doubles duration on Flasks and Elixirs which stacks with Pandaren Racial
    Mining Toughness +480 Stamina
    Leatherworking Fur Lining - Stamina &
    Heavy Leg Reinforcements
    +750 stam, replaces standard Wrist enchants and cheaper alternative Leg enchants
    Inscription Secret Ox Horn Inscription Replaces the standard Shoulder Enchant +450 stam and +20 Dodge rating
    Enchanting Enchant Ring - Greater Stamina x2 Should be used on both rings, Additional 480 stamina
    Enginnering Phase Fingers or
    Synapse Springs
    Additional CD, stacks with standard Glove enchants, as well as other potentially dangerous toys

    The following are not Optimal Professions for a Protection Warrior

    Herbalism Lifeblood The HoT is weak and the Haste is a very minor DPS CD
    Skinning Master of Anatomy Passive Crit is of Negligible survivability value, and other professions can provide superior amounts
    Tailoring Swordguard Embroidery Due to Vengeance 3k AP proc is negligible, having to sacrifice the standard 200 stam enchant to get it is horrendous
    Last edited by Tengenstein; 06-20-2014 at 11:27 AM.

  9. #9
    Join Date
    May 2009
    9: Glyphs

    You can choose up to 3 Major, and 3 minor glyphs


    The following Three Major Glyphs are the default setup i use.

    Heavy Repercussions Biggest single target DPS increase to a Non-parry build, upwards of 6% DPS increase. Good for all builds, rewards you for doing what you should be doing.
    Hold the Line Biggest single target DPS increase to a parry build, excellent for all builds, even more so on cleave fights.
    Unending Rage Excellent for fights where you don't constantly have aggro, perhaps the only direct Survivability increase Glyph

    The following are some more situational glyphs for Prot
    Bull Rush Could be Useful if you Charge often, perhaps for add-tanking
    Death from Above Useful if you if you Leap often, perhaps for add-tanking
    Enraged Speed Another option for added mobility
    Incite Minor DPS increase
    Long Charge Another Mobility Glyph
    Resonating Power Excellent for front loading AoE Threat. Requires hit-capping.
    Shield Slam Excellent Utility, wish it was still baseline.
    Shield Wall Trades off frequency for potency
    Spell Reflection More anti-caster utility
    Victory Rush Excellent when combined with the T15 2pc, or for soloing, otherwise Tanks don't tend to get enough Killing Blows to make it worth taking


    Only one Minor Glyph is potentiallly performance enhancing for Protection. The rest are purely Cosmetic
    Intimidating Shout Good for when you don't want feared mobs to pull more trash.
    Last edited by Tengenstein; 05-19-2014 at 08:40 AM.

  10. #10
    Join Date
    May 2009

    No real changes here, Still only one food and either a flask or a combination of a Battle and a Guardian Elixir at any one time, Flasks persist through Death, Food and elixirs do not. Potions retain there 1 minute CD and still can only be used Once whislt in combat


    Feasts are now called Banquets and got really complicated. Pandaren Cooking allows chefs to specialise into many "ways" such as "of the steamer" or "of the grill" and such will be able to make Banquets of the Grill/wok/oven/steamer/etc each of which will provide more primary stat for particular specs. The top level feast is the Pandaren Banquet which gives all specs an amount of primary stat (stam for prot). However for maximum amount of stat you will want to bring your own food. Also any feast with the prefix "Great" means it has 25 charges instead of 10. If your providing feasts for a 25 man make Great Banquets. Noodle carts added in 5.4 supersede most other forms of raid food as they require substantially less mats for a given level of food buff, and the top level Noodle carts will provide the same buff as as the stat specific food.

    Outside of Banquets and noodle carts the following foods are itemised effectively for protection

    The Chun Tian Spring rolls give us the largest amount of stats of any food (incl. feasts) and are Stamina, arguable Prot's best stat food. Top level Noodle carts provide the same buff as the Spring Rolls. so Ideally eat them instead as they are substantially cheaper way to get 450 stam.


    I'm sure the Stam flask will be the nominal choice, however the strength flask should not be entirely forgotten, especially if you're favouring a max passive TDR build as it's essentially 900 parry rating, or feeling that you want to not change Flask every time you change spec.


    As Alawas you can take one Guardian and Battle Elixir simultaneously

    Guardian Elixirs

    Battle Elixirs

    For physical fighs the Monk and Mantid Elixir combo is probably the most puissant at preventing damage spikes, for magical or spikes otherwise unaffected by armor the Stam flask is your best bet.Potions


    Not a huge selection here either though its probably best to carry a few of each

    Mountains and Mogu Power are the two you probably find the most use for, The healing pot will hardly ever save you life but in may occasionally if timed right allow your healers the time they need to top you off, making it probably the best if used right. Similarly you should hardly ever need the Darkwater potion, but it's nice to be able to pull a sprint out of your bags and on a messy kill it may just mean the difference between kiting the boss long enough for dots to kill it or not.
    Last edited by Tengenstein; 05-19-2014 at 08:53 AM.

  11. #11
    Join Date
    May 2009
    11: Boss Swing speeds

    Below is a list of the melee speeds of boss encounters, most have been collected from logs or from cast speed macros.

    Tier 14

    Stone Guard
    • Jasper Guardian 2.0s
    • Jade Guardian 2.0s
    • Cobalt Guardian 2.0s
    • Amethyst Guardian 2.0s
    Feng, The Accursed
    • Feng 2.0s
    Gara'Jal, The Spirit Binder
    • Gara'Jal 1.5s Drops to 1.2s below 20%hp
    Spirit Kings
    • Qiang 5.0s Really a frontal cone, damage is divided amongst all players hit
    • Subetai 1.5s
    • Meng 1.5s
    • Xian 1.5s
    • Elegon 1.5s
    • Celestial Protector 1.5s
    • Cosmic Spark 2.0s
    Will of the Emperor
    • Emperor's Rage 1.5s
    • Emperor's Courage Does not melee Chain casts Impeding Thrust when in melee range
    • Emperor's Strength Does not melee Casts Energizing Smash every ~6s
    • Jan-xi 1.5s
    • Qin-xi 1.5s
    Imperial Vizier Zor'lok
    • Imperial Vizier Zor'lok 2.0s
    Blade Lord Ta'yak
    • Blade Lord Ta'yak 2.0seach stack of Intensify lowers swing speed by 5%. Does not melee below 20%hp
    • Garalon 8.5sActually a frontal cone
    Wind Lord Mel'jarak
    • Wind Lord Mel'jarak 2.0sDrops to 1.48s whilst under the effect of Quickening
    • Zar'thik Battle-Mender 2.0s Drops to 1.48s whilst under the effect of Quickening
    • Kor'thik Elite Blademaster 2.0s Drops to 1.48s whilst under the effect of Quickening
    • Sra-thik Amber-Trapper 1.0s Dual wields, misses appropriately. Drops to 0.74s whilst under the effect of Quickening
    Amber-Shaper Un'sok
    • Amber-Shaper Un'sok 1.5s Drops to 1.0s after the death of the Amber Monstrosity
    • Amber Monstrosity 1.5s
    • Mutated Construct 2.0s
    Grand Empress Shek'zeer
    • Grand Empress Shek'zeer 2.0s
    • Kor'thik Reaver 1.5s
    • Set'thik Windblade 0.7s Dual wields, misses appropriately
    Protectors of the Endless
    • Protector Kaolon 2.0s
    • Elder Asani 2.0s Only melees if Water Bolt is interrupted
    • Elder Regail 2.0s Only Melees if Lightning Bolt is interrupted
    • Tsulong 1.5s
    • Embodied Terror 1.5s
    • Fright Spawn 1.0s
    Lei Shi
    • Lei Shi Does not Melee Chain casts Spray
    • Animated Protector 1.5s
    Sha of Fear
    • Sha of Fear 2.5s Every 4th attack is replaced with a Thrash
    • Terror Spawn Does not Melee Chain Casts Penetrating Bolt
    • Yang Guoshi 2.0s
    • Cheng Kang 2.0s
    • Jinlun Kun 2.0s
    Tier 15

    Jin'rokh the Breaker
    • Jin'rokh 1.5s
    • Horridon 2.0sDrops to 1.3s upon Jalak's death
    • War-God Jalak 2.0s
    • Amani Warbear 2.0s
    • Amani'shi Beast Shaman 2.0s
    • Amani'shi Flame Caster 2.0s Only Melee's if Fireball is interupted
    • Amani'shi Protector 2.0s
    • Drakkari Frozen Warlord 2.0s
    • Farraki Skirmisher 2.0s
    • Farraki WasteWalker 1.0s
    • Gurubashi Bloodlord 2.0s
    • Gurubashi Venom Priest 2.0s
    • Risen Drakkari Champion 2.0s
    • Risen Drakkari Warrior 2.0s
    • Sul'lithuz Stonegazer 2.0s
    • Venomous Elfusion 2.0s
    • Zandalari Dinomancer 2.0s
    Council of Elders
    • Frost King Malakk 2.0s Each swing hits Twice
    • Kazra'jin Does Not Melee
    • High Priestess Mar'li 2.0sOnly melees if Wrath of the Loa is interupted
    • Sul the Sandcrawler 2.0sOnly melees if Sand Bolt is interupted
    • Tortos 2.0s
    • Vampiric Cave Bat 1.5s
    • Whirl Turtle Does not Melee
    • Flaming Head 2.0s
    • Frozen Head 2.0s
    • Venomous Head 2.0s
      • Each Time you kill a head the other Head's Swing speed is reduced by 0.4s, Killing a head removes this Buff
    • Ji-Kun 1.5s
    • Hatchling 2.0s
    • Juvenile Does Not Melee
    • Durumu 1.5s
    • Primordius 1.5s 1.0s under the effect of Metabolic Boost
    Dark Animus
    • Anima Golem 4.0sAffected by Acceleration link
      • One stack 1.1s
      • Two stacks 0.6s
      • Three Stacks 0.5s
    • Large Anima Golem 2.0s
    • Massive Anima Golem 2.0s
    • Dark Animus 2.0s
    Iron Qon
    • Iron Qon 2.0sDecreases by 0.2s per stack of Rising Anger
    • Dam'ren 2.0s
    • Quet'zal 2.0s
    • Ro'shak 2.0s
    Twin Consorts
    • Lu'lin 1.0s
    • Suen 1.0s
    • Beast of Nightmares 2.0s
    Last edited by Tengenstein; 09-06-2013 at 08:28 PM.

  12. #12
    Join Date
    May 2009
    12: Macros

    The following are a selection of my own macros. None of them are mandatory for tanking. Most are designed to combat button bloat are by no means are the optimal way to do things. I'm not particularly knowledgeable of Macro syntax, so some of these are pretty bad.

    Victory Rush/Healthstone
    I use this as a Panic Heal, as such i usually don''t think far enough to check if VR is up or IV off CD(it will morph to IV if you take that talent). If the IV takes you to full health the Healthstone will not be consumed.
    /cast Victory rush
    /cast healthstone

    Spell Reflect/Extra Action button

    As far as i know their are very few encountes where you can utilise spell relfect and get an extra action button. THis macro just combines both into a single button
    /cast spell reflection
    /click ExtraActionButton1
    the following is a modification if you take the Mass spell reflection Talent, FIrst press will pop Spell reflect and attempt to use the extra ability, second press will attempt to use the Mass Spell Reflect, if you don't press it for 25 seconds it will revert to spell reflect.
    /castsequence reset=25 spell reflection, mass spell reflection
    /click ExtraActionButton1

    Last Stand + other heals

    This is what i use in place of last stand, generally because I use last stand as panic button, it goes through pots like a meth addict goes through teeth.
    #showtooltip last stand
    /cast last stand
    /cast enraged regeneration
    /use healthstone
    /use [combat] Master Healing Potion

    This will use RC on the first press and bring up the targeting reticule for Demo Banner on the second press, after that just click where you want it dropped on the gamefield.

    /castsequence rallying cry, demoralizing banner
    DPS CDs
    This basically combins all of your Deeps CDs into a single button, it does include skull banner so be careful about clippng other warriors Skull banners

    #showtooltip/use Curse of Hubris
    /cast avatar
    /cast Bloodbath
    /cast recklessness
    /cast skull banner
    /use potion of mogu power
    1 button charge thingy
    THis will charge your current target if you can hurt then, and bring up the HL targeting reticule (clicing on the game field will cause you to leap), if you can beneficiently interact with the target (its friendly or at lest neutral and you can buff it) you will intervene them(which morphs into safeguard if you took that talent

    /cast [nohelp] charge
    /cast [help] intervene
    /cast berserker rage
    /cast heroic leap

    Shield SLam and Misc

    this is my basic I use SS on CD and so macro other things in that i will use on cd too macro. essentially Zerker rage and my Engineering Gloves tinker (i do page my bars to have the ability to turn off this macro), this will also Remove Hand of protection form yourself if a a paladin has used it on you.
    /use shield Slam
    /cancelaura hand of protection
    /use [combat] berserker rage
    /use [combat] 10

    Taunt & never forget Def stance
    I don't know a single prot warrior who hasn't at some point forgotten to swap stances (and monks, and pallies and DKs, though not bears). I don't want to be that guy, but every one makes mistakes, so i made this macro. It will taunt your current target, pop you in def stance if you're not in def stance, and bring up the Mocking banner Targeting reticule.

    #showtooltip taunt
    /cast taunt 
    /cast [nostance:2] defensive stance
    /cast mocking banner
    Last edited by Tengenstein; 02-23-2014 at 09:02 AM.

  13. #13
    Join Date
    Apr 2008
    Looks like a great guide! Actually picked up a few things I had missed in all the flurry of changes. Only opinions I would differ on are that I don't really care for the new vigilance at all and doubt I'll ever take it over safeguard (or on the rare occasion where mass reflect would actually work in a raid. Also I think glyph of unending raid could be extremely useful in tank swap fights. 20 extra rage at the start of a tank swap means you are more likely to be able to maintain 100% shield block during your portion of the tanking.

    As far as glyph of incite I think it may end up being a valid dps increase option, my only concern is that deadly calm only lasts for 9 seconds so in those 9 seconds you have to pull off 3 devastates/heroic strikes while maintaining your priority rotation. If anything I wish they would increase the duration to something around 15-20 seconds for deadly calm.

    Also pummel cd is 15 seconds, looks like you missed the 1.

  14. #14
    Join Date
    Sep 2009
    I still liked the Teng Commandments better.
    "If the world is something you accept rather than interpret, then you're susceptible to the influence of charismatic idiots." -Neil deGrasee Tyson

    Twitter @Aggathon || @Tankspot || Twitch.Tv/Aggathon

  15. #15
    Join Date
    May 2009
    I Hope i'm not coming off as saying "Take vigilance, safguard crap" that's not my intent at all, I just feel that what's essential a 30% damage reduction every 2 minutes tend to feeds in better with how blizzard designs encounters than the 20% damage reduction every 30s. I concur with your priority of tier 5 talents, Vigilance is in a vacuum my lest favourite and I love MSR. Looking at the fights unfortunately I don't think i can indulge my favouritism.

    I also realised I'd totally forgotten about DC when i was reformatting the Glyph of incite and then promptly forgot again. I'll rectify that oversight later. I'll update with your advice. I really hope that Prot DPS won't matter enough that using or not DC will mean the difference between being benched or not. You don't actuall yhave to Dev once per HS you want to be free. At the moment the glyph functions a little strangely when you press DC you get 3 charges of deadly calm that reduce your next HS by 10 range, this buff last 9 seconds, each time you HS you lose a charge, if you use Devastate whilst you have this buff you gain another buff, "Incite" which lowers the cost of HS by 20 rage, lasts 10 seconds this has No charges and is not consumed by using HS. Whilst both Incite an Deadly Calm are present HS costs 0 rage, however consuming DC, does not consume Incite. So if you time it well you can land a devastate right before your third HS in a DC, and refresh incite back to its original duration, consume the last stack of DC and still be left with ~ 9 seconds worth of Incite where HS costs only 10 rage. the glyph nets you 3 free heroic strikes and if you land second devastate at the right time a further 6 heroic strikes at 10 rage each.

    @Agg, I don't quite have enough ego to name my own guide after me.

  16. #16
    Join Date
    Jan 2009
    @Agg, I don't quite have enough ego to name my own guide after me.
    That will come with time, don't worry

  17. #17
    Join Date
    Sep 2010
    Cooldowns is one word

    Good job, ty.

  18. #18
    Join Date
    Oct 2009
    You should write something more detailed (Like: "Has a 30% chance to reset the CD of SS and boost the rage generated by it by 5") to devastate. "this boosts the rage generated by SS by 5 and shortens its CD." is... well, in the end simply wrong.
    Also, you'll want to use SS and Revenge on CD, and use Shouts/Dev in the gaps between those. (But well, it's a miniscule difference)

    This is great as long as bosses are meleeing you you want to keep this up, it has a 9 seconds CD, but it does have 2 charges, so if you could generate enough rage you could achieve 100% uptime.

    No. Each charge has it's own 9s Cooldown (those are serial (meaning, if both have cd, only one of them decreases it's cd)). (Oh, that's another bug in the RPS-Calc :>) The maximum possible uptime versus singletarget, with a 'infinite'/long enough length, is 66%, as you'd get, after 4 uses, to the point, where the charge comes off CD 3s after the 6s buff have run out.

    Sbarr doesn't cost 60 rage. (Or rather, it can cost 60, but... also something between & inclusive 20-60)

    (Disclaimer: The following is somewhat pointless, as it's more of a personal preference, which priority you take, as long as it's basically everything > devastate :>)
    Spell priority is (ignoring Weakened blows & SB/Sbarr, as those are off GCD): SS > Revenge > Shout > Devastate. (But to be honse: overall, everything, Shout > SS > Revenge > Dev, as well as SS > Shout > Revenge > Dev and SnB > Shout > SS > Rev > Dev are somewhat like <.05 RPS together)

    The RPS gain of parry/dodge is somewhat ridiculous, depending on your mastery, it can even be more of a RPS loss, as you get less (potential) CBlocks. (Also, agi grants some dodge! (Not, that it would be something like a not-in-the-least-important-amount... :P))

    The problem with 2nd wind is, that it comes only to use while you are below 35% health. I haven't seen any of the MoP raidcontent, but i assume it isn't this useful, if you've got to stay under 35% for a greater amount of time. (Rather: it's totally useless in the most raid/even 5m cases, as you don't want to be at <35% health. And if you are, it's much more desirable to get some (big) heals.)
    To use impending victory on CD, you'd use 10/30 RPS, which is equal to the amount anger management grants. Also, in the worst case you'd lose 10 Rage, which is another 10/30 RPS. So it's instead of ~6 RPS only ~5.3 RPS, if you take a 1 RPS = 10% SB-Uptime conversion, you'd end up with 60% vs. 53%, which is around 10% loss.

  19. #19
    Join Date
    May 2009
    Like i said Second Wind provides very little in the way of spike prevention/recovery; it's too little too late. its main and only advatage in raid comabat is that it has no cost and is completely passive. I really do't even consider the extra rage on stun to even esist in PVE comabt, raid bosses really Just stundo not stun tanks. IV is the complete opposite Blind use will be Blerg, but well timed use will make it very strong, howerver as rage is precious and we're GCD locked it can be difficult make it well timed. but then again it's only a 10% heal which again is not much in the way. this is one tier where i think Blizzard have got it right for PVE. its very hard deciosion to make and will mostly come down to how a player percieves there strengths/weaknesses. But lets fool no one 3% hps whether from IV or SW isn't going let you self heal through much raid content

    Spell rotation is as said a gut feeling, we're gonna need simcraft to be able to judge for ourselves the 100% correct rotation

  20. #20
    Join Date
    Aug 2007
    On the cloud.
    Quote Originally Posted by kopcap View Post
    Cooldowns is one word

    Good job, ty.
    So is per cent. Many 2-word phrases have morphed into single words throughout history, doesn't make their former forms wrong even in this sense.
    Quote Originally Posted by Tengenstein View Post
    just don't let them melee you up the bum.

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