As many are blind to the gloriousness that is
Gladiator stance is our new level 100 talent introduced in WoD. It allows us to play prot, but in a more DPS focused roll. By taking the talent, we give up the stamina bonus from prot as well as the ability to use defensive stance. Luckily, all our spells don’t have stance requirements. We retain the simple spell rotation that once resembled MoP arms, and gain even more defensive cool downs. The only downside is no MS, but MS has been irrelevent for a very long time now.
Unfortunately you won't be using this talent, and as such gain the armor, stamina, and damage reduction bonus.
Rotation and abilities
Sit in defensive stance 24/7, do not enter battle stance under any circumstance as it's pointless.
Fortunately our abilities are very straight forward. They all just do damage, with very little actual thinking involved. Some abilities will reset the CD of others, but that's as deep as it goes.
Execute > Shield Slam > Revenge > Devastate
As the only abilities that cost rage are Hamstring, Heroic Strike, and Shield Barrier you can just mash Heroic Strike 24/7 without a care in the world unless you're hanging on to life by a thread and need to spam barrier. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen.
As we are prot, our thunderclaps are free, have a ~5.5 second CD, slow, and spread deep wounds. Spam that shit like no other and you'll rot the enemy as if you were arms.
Ah, talents. So many choices, how shall I ever choose!?!
I wish. Warriors have some of the worst talent choices in the game at the moment, especially as arms and fury. Prot is nearly as bad, except our talent choices are actually useful sometimes.
Our mobility is absolutely horrendous at the moment, and after playing a bunch of games I've come to a couple of conclusions.
#1 - Use double time against mages (along with rude interruption glyph)
#2 - Use Warbringer against everything else (along with blitz glyph if double melee)
With so many classes having freedom, we simply cannot use anything else then stun. Sure, it hurts our mobility but the utility that the stun brings is just so important at the moment.
Against mages I recomend going double time, as you need it to deal with both blazing speed and blink; along with any random novas you'll find yourself in. It can be used again ferals as well, but honestly the charge stun is still very important against them. Don't even think about using double time against ret teams. Ever.
With the nerf to second wind, the only option has become enraged regeneration. Luckily it no longer requires to be enraged for the full effect, and with battle fatigue gone it’s pretty damn reliable.
Fun fact: Enraged Regen and Last Stand scale directly with health. If you’re using battle shout, swap over to command before using these two abilities in order to maximize their effects.
Fun fact #2: Last stand is different from rallying cry in that unlike cry, you do not lose the health once the effect ends. It’s essentially a free 100k+/- heal.
Execute does not scale with rage as prot, and as such the sudden death proc is a full damage execute, which hits the hardest out of all your abilites, even after the nerf.
Unyielding Strikes is in a strange situation. Anger Management is every thirty rage, however it seems to be ignoring unyielding strikes. In other words, your near free heroic strikes are reducing CDs by second each time, regardless of how much rage they cost. This can lead to very impressive CD timers, and may easily push it over SD in raw damage output. Not too sure if this is bugged or intended.
But again this depends on what comp you're running into, as warriors we have absolutely atrocious mobility and the stacks from unyielding will constantly fall off if you're not careful, while the RPPM (Random Procs per Minute) from sudden death will cause them to proc asoon as you actually can smack something again
As we aren't using Gladiator stance, Heavy Repercussions isn't even worth considering.
One of the significant changes from MoP is now Storm Bolt and Shockwave are on the same tier. This choice will really be up to which comp you play. Storm Bolt may seem better as it’s a ranged, 30 sec stun, but the skill cap for it is much lower. Getting a triple Shockwave is huge in a game, and it will also reduce the CD to 20 seconds, which is obviously shorter then Storm Bolt.
If you’re playing with a Hunter and you need some help landing those ranged traps, then take bolt. However, if you’re playing double time you can charge someone, drop a shockwave, then charge back as well. This would leave you with shockwave in case a big opportunity presented itself for some big plays.
One thing to note is both abilities scale with Anger Management. As you spam rage so quickly as prot via heroic strike, you will find yourself with 18 second CD stormbolts, and around 12 second shockwaves if you hit three targets. You can very easily DR your own stuns to immunity with this, so be aware.
With the nerf to Safeguard it is no longer our go-to talent. What you will take will be dependent on which comp you are up against.
MSR is great for those dirty wizards spamming CC, or that sense of mind that you can reflect that CC regardless of who the enemy is targeting. Reflecting the 12 second PoM sheep that is hunter trap is an amazing feeling. MSR now replaces spell reflect, and with the CD at 30 seconds you really need to understand when to use it.
Safeguard is good for those who like to train the blue all game. It’s a consistent 20% damage reduction every 30 seconds. Be aware most of the time you'll be stuck in a root while your partner dies, so it may be worthless.
Vigilance is good when you’re up against something like ret/priest/hunt where their entire kill window comes in short windows every couple of minutes.
As RMD is everywhere and I play with a blue I run Safeguard, as it's also infinitely more useful again the rediculious amount of melee cleaves at the moment. I usually only go MSR againt hunter teams, and sometimes I don't even bother as I find myself rooted out of range so often it's pointless.
As we're running Anger Management, neither ability sync's up with the now 2min CD on use trinket very well. With the 1.5min Avatar change it's hard pressed to find a situation where bloodbath would be better, but it has its uses against teams that kite you hard. Bloodbath is constantly a 40 second CD without unyielding strikes, and could easily be even lower with it. Avatar hovers around a one minute CD depending on uptime.
Regardless of the comp, one minute avatar is pretty hard to argue against.
Bladestorm does too little damage as prot to be worth considering.
Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!
Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.
Blitz: For triple stun/root action.
Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast. I run this most of the time, as there are plenty of oppertunities to get the bonus damage unless you're facing a double melee, in which case go blitz if needed.
Long Charge: More chasing potential for those slippery classes.
Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.
WoD did a significant number of racial tweaks this time around. Recently the PvP trinkets were nerfed making Human a much weaker choice compared to before, and then they were buffed immensely in 6.1. In other words, go human.
Horde racials were nerfed into oblivion. The entire faction is unviable from a competitive standpoint. Here’s to hoping the NA community picks up on the EU way of life and everyone goes to the significantly superior Alliance.
If you become frustrated from sitting in roots all day, and you’re not playing with a Paladin, then just go Gnome. You’ll lose a significant damage bonus, but the 1minute escape artist is just so much fun.
BiS Gear List and Upgrade Patch
Bonus armor items first. Then trinkets. Then follow the biggest score difference. Legs, then waist, etc. Use the vers/mastery legs as your off-piece mainset as it gives the biggest stat allocation.
Use the 680 legendary bonus armor ring as your second ring and upgrade it to 690 when possible.
If you are in a mythic raiding group, any 690+ gear that has a better stat allocation is preferred if at all possible as long as it does not break your set bonus.
Ironicly, all the set bonus pieces give the absolute lowest stat values except for the shoulders. This mean that late into the season, you'll want to have two sets of gear. One with the 4pc set for when you're being trained and get the free rage, and one running only 2pc for the extra stats in games where you're not trained.
Bonus Armor = STR > Vers > Mastery > Crit > Haste > Multi
1 STR = 1 Bonus Armor. They both give 1 AP per point, except bonus armor gives % physical damage reduction which makes it a little better in a PvP setting. However, we do have a 5% str bonus passive, which means that it's a toss up if you want the very slight extra damage, or the much bigger physical damage reduction.
There's a couple pieces of offset that have bonus armor, so be sure to grab those as it's essentially bonus strength. Flat Str/AP increases are very noticable post stat squish.
These stat weights are based off the 50% nerf to crit & multistrike in PvP. It also reduces haste as there are significant periods of time where we're simply being kited.
Bonus armor - 4.39
Vers - 1.5
Mastery - 1.44
Crit - .98
Haste - .96
Multi - .85
PvP gear does not have any gem sockets. I’m not happy about it either, but it is what it is.
Just a couple of must-have macros from my standpoint. There's quite a few more I use, but they are more personal then anything.
Intervene healer/DPS. Have one of these for each of them.
#showtooltip intervene /cast [@catflaps] intervene
Intervene healer/DPS. Have one of these for each of them.
#showtooltip intervene /targetfriend /cast [noharm] intervene /targetlasttarget [noraid, noparty, noharm, exists]
Intervenes the first thing in front of you. Will not drop target, nor randomly bug out like most macros do. *No path available bug still exists, but it’s nothing that can be fixed on our end.
#showtooltip 13 /use 13 /cast unleashed rage
We no longer have recklessness or banner, so this is literally our ‘Swifty one shot macro’. It’s just your on-use (You are Human, Right?) and whichever talent you picked.
#showtooltip Mocking Banner /targetexact Mocking Banner /cast [noraid, noparty, noharm] Intervene /targetlasttarget [noraid, noparty, noharm, exists] /cast Mocking Banner
Suck it arms/fury, we still have banner intervene. This macro will not drop your target, nor randomly bug out and target random people. It is –the- best banner macro you can have, bar none.
#showtooltip /cast [@focus] Charge /cast [@focus] Pummel
Space saving macro, will charge/pummel your focus depending on range. This works due to charge’s minimum range requirement.
#showtooltip Charge /cast [harm] Charge; [help] Intervene
Charge and intervene in one macro. It’s convenient when some random pet is following the enemy if you don’t have anything else over there to charge/intervene, and using the fast intervene macro would be unwise.
#showtooltip shield slam /cast shield slam /cast [@arenapet1] taunt /cast [@arenapet2] taunt /cast [@arenapet3] taunt
Macroing taunt into your main abilities will piss a lot of pet classes off. Really brainless but has led to plenty of pet kills in my time.
Prot is insanely
You will run kitty cleave, WLD, TSG, ATC, or any other melee cleave and enjoy it. The enemy team will become truculent the second you connect. Mainly due to the fact that they can't kill you. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, followed by nerfing the your other spec, and finally resigning to simply do what they wanted and become
Edited by Speedymart, 20 February 2015 - 06:40 PM.