This is the new Mists of Pandaria PvE Protection Warrior thread. I will try to maintain a collection of the findings in the first post, but discussion is highly encouraged, as well as pointing out mistakes. Still, the usual EJ forum rules apply, so don't ask questions that have been answered by the FAQ, etc.
updated for 5.2
Before MoP, tanks could only excel at holding aggro and picking up adds as they had very few options to actively decrease the damage taken. Fortunately, this was changed. By using the right buttons, we can now decrease our damage taken, similar to how a damage dealer can increase his damage done: Frequent usage of Shield Slam/Revenge gives us rage, which can be used for Shield Block/Shield Barrier which decrease the damage taken. Additionally, this makes hit and expertise interesting stats.
Rotation
0. Keep Weakened Blows up (using Thunderclap every 30 seconds)
1. Shield Slam
2. Revenge
3. Shout
4. Devastate
5*. Spend Rage on Shield Block/Shield Barrier (or Heroic Strike/Cleave if your only get very moderate damage)
6*. Use defensive cooldowns against spike damage.
Core Abilities
Shield Slam (SS) can be used every 6 seconds. It hits hard, is for free, and generates a lot of rage.
Revenge can be used every 9 seconds. It cleaves up to three targets, is free, and generates some rage. CD will be reset by dodging or parrying.
Devastate has no CD. It applies the sunder armor effect, is for free and has a chance to reset SS.
Thunderclap has a 6 second CD. It applies the weakened blows debuff, hits all target in melee range, and applies a dot.
Shield Block has a 9 second CD, lasts 6 seconds, and has two charges. It costs 60 rage and increases the chance to block by 100%.
Shield Barrier lasts 6 seconds. It costs 20-60 rage and provides an absorb shield on you depending on your attack power. (or stamina if your AP is rather low)
Three Roll Attack Table
With MoP, the attack table system got changed to a three roll for tanks:
- MISS or DODGE or PARRY or HIT. (modified by dodge / parry of the player)
- if HIT: BLOCK or HIT. (modified by block rating (deprecated) and mastery)
- if BLOCK: CRITICAL BLOCK or BLOCK. (modified by mastery)
A missed, parried, or dodged attack deals 0 damage. A blocked attack deals 70% damage. A critically blocked attack deals 40% damage.
Critical blocks also give rage and increase our damage done.
Absorb effects are applied after all the three rolls.
Shield Block vs. Shield Barrier
Shield Block seems to be designed for melee heavy fights and Shield Barrier for more magic damage heavy fights. Yet, they turn out a little bit different.
Theck's and my own work (based on simcraft) both show that Shield Barrier reduces melee damage taken ~10% more than Shield Block
if you are getting hit very regularly, i.e., your vengeance level is on par with the incoming damage. However, if you are just started tanking the boss, or he does a very strong melee attack only once in a while, shield block will be your choice directly before the attack. This spread between the abilities will continue to grow with better gear as Shield Barrier gets better with more avoidance whereas Shield Block gets worse. Blizzard nerfed Shield Barrier in 5.2 (by 10%) to put them on equal footing on entry level gear, but better gear shows the lead of Shield Barrier again.
Apart from the total amount of damage taken, the spikiness is another major factor. Shield Block will smoothen it out every 6 of 9 seconds, but leave us "naked" the other 3. Shield Barrier will reduce damage to (up to) 0 damage while it is up. Thus, as Theck pointed out, using 60 rage shield barriers will give a spikier damage income. However, we can also use shield barrier for only 20-60 rage and thus flatten the incoming damage. Using this, they seem to be rather similar.
Lastly, with high vengeance stacks we are doing considerable damage. Especially when using Glyph of Heavy Repercussions, using Shield Block gives you ~10% more dps due to more critical blocks,i.e., more rage and higher enrage uptime, making it a viable choice if damage done is of more concern than damage taken.
Conclusively: It depends :-) Start of the fight or seldom melee spike damage, use Shield Block before the spike.
Heavy magic damage or just regular damage, use shield barrier. Moderate damage: use Shield Block for more damage done.
And do not forget, we can also gather rage and use both.
Stats
Parry and Dodge rating both increase your chance to not take damage at all. They also allow for more revenge usage. As dodge is having stronger diminishing returns than parry for warriors, parry should be favored. The optimal ratio is between 2:1 and 3:1 depending on your avoidance stats.
/run d=GetDodgeChance() p=235.5*d/90.6425-((235.5/90.6425)*5.01-3.22) DEFAULT_CHAT_FRAME:AddMessage("Ideal parry for current dodge: "..string.format("%.2f",p))
Hit (up to 7.5%) and expertise (up to 15%) rating allow us to hit more often with our abilites, giving us more rage for Shield Block/Barrier, thus in turn reducing our damage taken.
Mastery rating increase our chance to block and our chance to critically block. The latter gives more rage and increases damage done via enrage.
Blizzard made a really good job at balancing the secondary stats: They all somehow reduce our damage taken and increase our damage done. Both simulationcraft and Theck's simulation show that they are all close together regarding damage taken with Hit/Expertise/Mastery being a little bit better. The value of mastery drops to the parry/dodge region if you are not using Shield Block.
This gives us the following priority:
- hit (up to 7.5%, 2550)
- expertise (up to 15%, 5100)
- mastery (if you use SBlock frequently)
- parry
- dodge
- mastery (if you use SBlock rarely)
The benefit of stamina is (once again) a debate on its own:
+ It increases effective health
+ It decreases *relative* damage taken
more than secondary stats.
+ Less spiky damage income
- does not decrease damage taken at all.
- more healing needed (although higher health pools might enable more efficient healing)
So it depends on how hard bosses are hitting and how your healers can manage their mana:
If you are having more than enough stamina or your healers are running low on mana, you should favor secondary stats either by resocketing or at least switching trinkets.
If your healers are not always dry empty, I'd suggest to stack stamina.
Since MoP, the benefit of strength got greatly increased, it gives almost as much parry % (952 for 1%) as parry_rating (885 for 1%) does. This means that some of the DD-gear (hit/exp/strength) can turn out great. This also applies to trinkets, e.g., lessons of the darkmaster has EXP/STR on it and isn't too bad if you go for avoidance. However, socketing for strength shouldn't be done as secondary stats have double the amount on gems that primary stats. Lastly, strength increases our dps quite significantly and it sligthly increases Shield Barrier (as the non-buffed AP Bonus is ignored for Shield Barrier calculation).
Gear
With secondary stats being rather close, you only need to make sure that you do not pick too many dodge items. There are also some interesting hit/parry items which have reduced strength but increased secondary stats. But, if you take too many of them you will start reforging hit away and lose out opportunities to reforge parry.
Trinkets are looking interesting this time:
Raid: 502 / 522 / 535
dodge + mastery proc
Stamina + Absorb on Use
Exp + Self Heal proc on <35%
Mastery + Self Heal on Use
Valor: 522
Exp + Str Proc
Mastery + Dodge on Use
All trinkets are good at what they do apart from the Delicate Vial of the Sanguinaire which is not proccing enough for warriors.
If you like reliability, I would suggest Soul Barrier + Jikuns Rising Winds.
Set Bonus:
The 2pc basically fakes a "kill" every ~30 seconds and gives us free VR or IVs. If we take a look at a SBar only warrior, he has the following HPS (from heals or absorbs)
0pc + IV: 26873 HPS
2pc + IV: 39691.8 HPS
2pc + VR: 35742.2 HPS
The 4pc is a ~6% rage increase which isn't too shabby and more importantly gives you this rage on demand.
Some overview for possible interesting gear. The usual warning about scalefactors only being applicable for a specific gearset (here it is a T15H set) still holds, but it should give a good first impression:
Using only Shield Barrier:
Wowhead
Using Shield Bock on CD and Shield Barrier for extra rage:
Wowhead
The scalefactors where generated using SimulationCraft (see my sig for pointers).
Enchants
River's song gives you up to two stacks of 1650 dodge rating for 7 secs. 4 (real) PPM
Dancing steel gives you 1450 strength for 12 secs. 2 (real) PPM
If you run the numbers, then River's song comes out slightly ahead of Dancing Steel in terms of damage taken, but it does not increase the dps (contrary to dancing steel), so it's up to you.
Consumables
Mountain potion reduces melee damage taken by ~5%. Mogu Power potion increases parry by less than 4%, but also gives a decent damage increase.
Talents & Glyphs
Both are rather situational and you can basically pick anything you like for an encounter.
Single-target dps: Heavy Repercussions (only with frequent SBlock usage) > Incite > Hold the Line
Glyph of Victory Rush gives a considerable heal increase if used with the 2pc bonus.
Please take a look at the boss specific suggestions in the next posts.
Off-Tanking and DPS
First of all, apart from gearing for hit/expertise we can't really do much about our dps as our rotation isn't too hard to execute. It is primarily determined by the attack power from vengeance and lets us do anything from 20k (0 AP) to ~120k dps (Sha of Fear 25 man heroic). You can opt to use heroic strike / execute instead of shield barrier / block in times of low tank damage. But in my opinion, if you can do this quite often, your raid should switch one healer with a dps, as healing doesn't seem to be a problem.
Secondly, raid encounters often enforce a tank switch using a debuff mechanic and leave the other tank confronted with the job of doing damage. For the first couple of seconds after a switch, you still benefit from vengeance and can do some serious damage. Afterwards expect 30-35k single-target dps even in good gear. As long as the main tank can sustain aggro you should still stick to defensive stance as it gives slightly more rage (and thus damage) than battle stance. However, you are not loosing much (< 5%) if you go for battle stance.
As an off-tank you should not use Heavy Repercussions / Hold the line. Incite is pretty good.
Change History
08.03.13 Version 1.5 updated for 5.2
22.11.12 Version 1.4.1 mastery is worst stat when only using SBar
04.11.12 Version 1.4 added some ideas for off-tanking and dps
25.10.12 Version 1.3 updated boss guides, updated weapon enchant section.
17.10.12 Version 1.2 update strength section (using the MoP Str-to-Parry conversion), added wowhead loot links based on a T14H gear set using simcraft.
16.10.12 Version 1.1 clarified stamina benefit. added optimal parry/dodge ratio.
15.10.12 Version 1.0
TLDR:
pick glyphs and talents situationally.
hit rating 2550, expertise~parry~mastery, stay away from dodge. (haste/crit are useless)
socket stamina / stamina plus mastery / stamina plus expertise
Hit buttons that light up.
Use Shield Block if your vengeance is not yet where it should be. Use Shield Barrier otherwise.
Contributors: theck, squishye, krennick, malevolencia