Monday 6 August 2012

Prot Warrior Guide 4.3




So you're thinking about becoming a Warrior hey? Firstly congratulations on an epic choice of class and welcome to the club. Warriors come in 3 flavours, 2 DPS specs - Arms and Fury - and a tanking spec that we will discuss today - Protection.

Why play a protection Warrior?

Prot Warriors are the most mobile tanking class within the game at present. We have 4 movement abilities:

- Charge, Charge towards an enemy with Rage generation
- Intercept, Charge towards an enemy doing damage but costing rage
- Heroic Leap, Leaping to anywhere within 40 yards and doing damage
- Intervene, Run towards a party or raid member costing rage
All of the above have various situational uses which I’m sure you can work out for yourself (ie. Intervene to a party member when you are stood in the fire!)

Prot Warriors have a shield… “So do paladins” I hear you cry! So why am I listing this as an advantage? Because Death Knights and the big bears don’t! But more importantly it provides Prot Warriors with a chance to reach the “CTC Cap” or Combat Table Coverage Cap. Simply put every time an enemy takes a nice swing at you the Combat Table decides if it hits you, if you dodge it, parry it or block it etc. To calculate your current rating simply add “Miss” + “Block” + “Parry” + “Dodge” up and you will get your rating. The current “CTC Cap” for a max level raid boss is 102.4%

So what does it mean when you actually hit the magic 102.4% cap then? Every time a boss takes a mele swing at you, you will take damage (ie. 100% or 50% or 20% or 0%). When you are capped at 102.4% it means that you will never take a 100% mele swing AT ALL - please note this does not apply to special abilities


So what stats should I look for?

Mastery, Mastery, Mastery, Mastery - did I mention Mastery? Basically the stats you are looking for as priority are as follows:

Mastery >= Mastery >= Mastery >= Mastery >= Mastery >= Mastery >= Mastery

Ok joking aside these as the stats you are looking for:

Mastery > Parry >= Dodge > Strength

As a general rule of thumb you will want slightly more Parry than Dodge as it procs our Hold The Line Talent. Most reforging sites will recommend around 1% more Parry than dodge.

Obviously I also need to mention Armour as well. To be honest though I don’t really need to talk about it that much. As you upgrade your gear to a higher iLevel you will USUALLY get more armour on the newer gear anyway. Just check the gear fully before you equip it.

I haven’t tanked since Wrath….. Why don’t I need hit and expertise anymore

When the dungeon finder went live in Patch 3.3 something strange happened. Max level “tanks” were being put in situations where they couldn’t keep agro due to the gear level of some of the random DPS they were put with….. No amount of nice talk would stop these DPSers pulling agro (in most cases!) and so Blizzard decided to increase the threat generated by tanks.

Currently in patch 4.3 every DPS class does a 1:1 damage to threat ratio – so if a mage face rolls and does his/her 60k DPS he/she will also do 60k TPS (threat per second). Tanks on the other hand have a 5:1 ratio – so for every 1 DPS we do we create 5TPS. In this above example for the tank to keep agro from our beloved face-rolling mage he/she will need to do 12k or 13k DPS (60,000TPS / 5 = 12,000DPS)

Because of this delightful buff we received to threat generation we no longer prioritise Hit or Expertise. This is mainly because once you know what you are doing with your tank you will pull enough threat to keep agro off your fellow raiders/party members.


Gemming

Meta:
There has recently been a lot of discussion on the net surrounding the “correct” meta gem to equip in DS. Your 2 choices as a prot warrior are as follows:


The 1% block value on the Eternal Shadowspirit Diamond will help you reach the CTC cap (explained above) however we have to stop to think how reaching this cap will help in a DS raid. The CTC cap only applies to “standard” boss abilities and not their “special” abilities. Therefore the 2% increase in armour will actually stand you in better stead as it will help reduce (even slightly) most incoming damage.

These meta gems are purely situational if you are focusing on 5 man heroics then I’d probably suggest [url=http://www.wowhead.com/item=52293]Eternal Shadowspirit Diamond[/url], if you are Raiding DS then I would leave this totally up to you.

Yellow:
Anything with the word “Fractured” in the name ie. Fractured Amberjewel or Fractured Lightstone

Blue:
Anything with the word “Puissant” in the name ie. Puissant Dream Emerald or Puissant Elven Peridot

Red:
Anything with the word “Fine” in the name ie. Fine Ember Topaz or Fine Lava Coral


Enchanting

Below is a list of Enchants for each slot:

Head                Arcanum of the Earthen Ring
Back                Enchant Cloak – Protection
Chest               Enchant Chest – Greater Stamina
Wrist                Enchant Bracer – Superior Dodge
Hands               Enchant Gloves – Greater Mastery
Belt                  Ebonsteel Belt Buckle
Legs                 Drakehide Leg Armor
Feet                  Enchant Boots – Lavawalker
Weapon             Enchant Weapon – Windwalk
Shield                Enchant Shield – Mastery


Glyphs

Prime:


Major:


Minor:


It is worth saying here that I tend not to have Glyph of Intimidating Shout active but rather both Glyph of Command and Glyph of Battle as you never know what group you are going get in a pug situation. These longer buff durations are less likely to drop off and therefore will benefit your raid group.


Rotation(s)

Just like every other class going at the moment Prot warriors have no set rotation but a priority system. These are broken down into 2 categories based on situation:

- Single Target (boss)
- AOE (trash/adds)

Regardless of the type of encounter you have in front of you, you will usually want to start with a Shout (Commanding or Battle based on the buff your raid/party needs) followed by a charge. You can mix this up a bit with Shout –> Heroic Throw -> Charge if you wish on a boss fight where positioning isn’t going to cause a mega wipe (NB. When you heroic throw the boss will move towards you).

Single Target Rotation:

As above, the pull should start with a Shout, Heroic Throw and a Charge to boost your rage. Once you are in combat your priorities are as follows:

1. Shield Block (if off cooldown) and Shield Slam or just a Shield Slam if SB isn’t ready
2. Concussion Blow (if off cooldown) 
2. Revenge if available
3. Rend if it’s not on the target or Thunder Clap if it’s about to drop off
4. Use Devastate and also Heroic Strike if rage is over 60

Multi Target Rotation:

As above, the pull should start with a Shout but just a Charge this time  to boost your rage. Once you are in combat your priorities are as follows:
1. Rend if it’s not on the target and then Thunder Clap – If the target currently has Read applied then just TC
2. Shockwave – it’s worth noting here that your Thunderstruck talent increases the damage of your Shockwave by 10 for each Thunderclap you have applied (stacks 3 times).
3. Revenge if available
4. Cleave your heart away if nothing else is available

This is just the basics but you can tab target and use Shield Slam should you get a bit bored!

Things to think about:

- Popping your Shield Block before you Shield Slam will activate your Heavy Repercussions. As you can see from the tool tip, Heavy Repercussions doubles the damage of your Shield Slam while Shield Block is active. This is great for snap agro when starting a fight or when the guild rogue/mage/insert-high-burst-damage-class-here decides to go a little nutty at the beginning of a boss fight. When you combine this with a Heroic Throw to open the fight with, you should have no issues with agro in a raid.
- Demoralizing Shout isn’t just a pretty button on your spell book it is also great (when glyphed especially!) to use in an AOE agro situation – try it next time you can thank me later!
- Your Thunderstruck talent increases the damage of your Shockwave by 10 for each Thunder Clap you have applied (stacks 3 times).
- Inner Rage can be used in all stances and therefore makes a great agro dump when you want to use Heroic Strike or Cleave – Please watch you don’t rage starve yourself when using this ability!
- Blood and Thunder spreads your rend to every target that is effected by your Thunder Clap as long as you already have it active on any of them.
- Retaliation It’s pretty good to use – so use it when you can


 Cooldowns

As a Prot warrior you have quite a few cooldowns at your disposal (a few of which we can class as “OH SH*T” Buttons!).

- Shield Wall: A great damage reduction cooldown (see 4 Set Bonus Section for further information)
- Challenging Shout: This is one of you “OH SH*T” buttons to hit. Mainly for AOE situations where you might lose agro to someone – Specifically quite good in sub 85 dungeons where an arms warrior insists on popping all his cooldowns and uses Bladestorm!
- Last Stand and Rallying Cry: I am grouping these together as they both share a cooldown – ie. if you use one you are unable to use the other. At the moment I tend to only use Rallying Cry as it is raid wide at only a 10% loss for yourself
- Enraged Regeneration: This is a great cooldown to help out your healers. Again very situational but 30% health over 10 seconds is nothing to sneeze at. “But it only works when you’re enraged” I hear you cry and, well, I guess you’d be right. Warriors enrage doing extra damage and providing more rage to us however when you enrage can be slightly random. This is where Berserker Rage becomes AMAZING! Berserker Rage will actually Enrage you and enable you to pop your Enraged Regeneration straight away – this can be macroed together to save time etc.


Interrupts

 How many times have you been in a Cata Dungeon and wondered “Where have all the interrupts gone?” I can’t count the amount of times I’ve been in Well of Eternity recently on my druid healer actually SCREAMING at the tank to interrupt! Especially when it’s a Warrior tank! I’m not going to go too in depth about these, as let’s face it, they do exactly what they say on the tin:
- Heroic Throw: A ranged interrupt
- You can also use Charge or Intercept as they both stun the target


4 Set Bonus T13

 All tanking 4 piece sets at T13 provide party/raid wide buffs. The Warrior T13 Set grants 50% effect of Shield Wall to all raid or party members. This equates to a 20% reduction in damage to everyone for 12 seconds. This is great and amazing in lots of ways but you now need to manage this cooldown with your raid in mind.


Taunt and Vigilance

As a tank you have a Taunt ability. I don’t think I need to go into the ins and outs of this!

What goes quite nicely with our taunt however is Vigilance. This ability has some amazing uses. One of the best ones that I found was on the trash before ultraxion. Put this on the other tank, let him keep agro on the drakes and you can taunt all of the others down as your taunt is refreshed every time the other tank takes damage (ie. you have unlimited taunt with rarely any cooldown!).

Obviously how you use this ability is down to you. In a dungeon put it on either your healer or if you are struggling with agro then put it on the top DPS.



Talents

To be honest I'm not going to talk about talent builds here. I could go in depth to each tier and give you a breakdown but I'm going to point you to Wow Popular as it will give you a decent idea of what to take.


Reforging

As a warrior tank it's important to find a balance with things. Again I could talk about this in depth but instead I'm going to point you to Ask Mr Robot where you can load your toon and it'll show you how to gem/reforge/enchant to make the most out of what you have.

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