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Utolsó módosítás programmer, ekkor: 2014.06.27.
In this article, we list your Protection Warrior (WoW 4.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Protection Warrior will face you with. The other articles of our Protection Warrior guide can be accessed from the table of contents on the left.
1. Basic Single Target Rotation↑top
The single target rotation of a Protection Warrior is rather simple and can be summarised as thus (without taking survival abilities into account):
In order to properly use your character to its maximum potential, you will have to combine this rotation with your survival abilities (detailed below). Also, your raid might require you to keep up a buff, Commanding Shout or Battle Shout, and some of your debuffs, Demoralizing Shout or Thunder Clap.
Once you are surviving and holding aggro, the best way for you to maximise your performance is to deal as much damage as possible.
2. Basic Multiple Target Rotation↑top
Taunt is your main taunting ability. It only works on a single target and has an 8-second cooldown (which is refreshed each time that the player on whom you cast Vigilance is attacked). For more explanations about Vigilance, see our dedicated section.
Challenging Shout is an AoE taunting ability. It forces every tauntable enemy within 10 yards of you to attack you for 6 seconds. It has a 3 minute cooldown. Note that this taunt has no effect on the aggro of these mobs, and when the 6 seconds wear off, they will simply return to their previous target (unless you have generated enough threat to keep aggro on them).
4. Defensive and Offensive Cooldowns↑top
To perform properly, you will need to make regular use of both defensive and offensive cooldowns.
You should be in Defensive Stance at all times, as this provides you with a crucial threat-modifier which allows you to keep aggro. There is a single exception to this, namely when needing to switch to Battle Stance in order to cast Shattering Throw (described below), though should only be for a few seconds.
6. Mastering Your Protection Warrior↑top
The guidelines given above will enable you to play your Protection Warrior with good results. If you want to push things further and master your character, then we advise you to continue reading.
6.1. Rage Generation
Warriors use a resource called Rage (Feral Druid tanks are the only other class in the game to use it). For you to properly master your Warrior, you must understand how Rage works.
The Rage bar has a maximum capacity of 100, and is empty by default. Rage decays at a rate of 1 per second when out of combat. In combat, Rage does not decay.
Rage is generated through three sources: taking damage (all sources, except for fall damage), dealing damage (only white attacks) and through the use of certain talents and abilities.
Taking damage generates rage, depending on the amount of health you have and the damage you receive. "Taking damage" includes every possible source of damage (including magic damage), except for fall damage. While the formula itself is not public, and not very relevant, all you need to know is that if you are taking a lot of damage from boss hits, then you will have ample rage. Otherwise, your rage generation will suffer.
This does not mean that you should ever increase the amount of damage you take (through unequipping gear, for example) to generate more rage.
Dealing damage generates rage, depending on your base weapon speed. Rage is only generated from white attacks, so not from special abilities (yellow attacks). The formula for this is simple: 6.5 * the base weapon speed. Off-hand attacks generate only 50% of the rage of a main-hand attack, but this is not relevant as you will never use an off-hand as a Protection Warrior.
The only factors which affect offensive rage generation, outside of base weapon speed, are attack speed and chance to hit (only up to the point where you are guaranteed to hit, so 8% chance to hit). This is because the more you attack, the more times you will generate rage. For more details on white (normal) and yellow (special) attacks, and how they are influenced by Hit and Expertise Rating, you can check our guide on the mechanics of melee attacks.
When choosing the Protection specialisation, you gain the passive ability Sentinel. Among other things, Sentinel affects your offensive rage generation in the following way: the rage generated by your white swings, when attacking a target of which you do not have aggro, is increased by 50%. This is designed to make up for the damage loss that Protection Warriors suffer because they receive no rage from attacks when they are not the active tank.
Rage is also generated through a variety of talents and abilities. We will detail these in their relevant sections.
Vengeance is a passive ability which you receive for choosing the Protection specialisation. Essentially, it increases your attack power for 5% of the damage you receive, up to a maximum of 10% of your maximum health. It is an essential mechanic in allowing you to maintain aggro of mobs.
6.3. Threat and Damaging Abilities
You will find yourself using most of these abilities during any encounter, either to generate threat, or simply to deal more damage.
6.4. Movement and Utility Abilities
While not strictly involved in your rotation, these are abilities you will find yourself using often in encounters.
The sequence of abilities you use when you pull a boss (or a group of mobs) can determine whether or not you are able to hold aggro for the remainder of the fight or not. As such, it is important that you familiarise yourself with the best way to do this.
6.5.1. Single Target
In the case of single target pulls, you want to use the following sequence:
After this point, you will want to get Rend, Thunder Clap and Demoralizing Shout up, as your threat level allows. Additionally, you will want to get 3 stacks of Sunder Armor up through Devastate. Any Sword and Board procs that you get should be used on Shield Slam immediately, as the more Shield Slams you can squeeze in while your Shield Block is active, the better.
6.6. Advanced Ability Usage
6.6.1. Shield Block
Shield Block serves two purposes:
Because of its low cooldown, you will want to use it often. When using it, you should keep in mind the extra damage to Shield Slam, and you should attempt to maximise the number of Shield Slams you can use during its uptime. Shield Block has a 10 second duration, and Shield Slam has a 6 second cooldown, so even without any Sword and Boards, you should be able to time it so that you can Shield Slam twice.
If there is a particular spike of damage during the encounter, which you need to mitigate, you can save Shield Block for this moment.
6.6.2. Shield Wall, Last Stand and Enraged Regeneration
These are your three defensive abilities with longer cooldowns. The way in which you use them will vary greatly based on the encounter and the way you coordinate with your healers, but the following guidelines are useful:
Vigilance provides two benefits:
For both these reasons, it is advisable to use Vigilance on someone who is taking sustained damage; this will, in most cases, be one of the other tanks.
6.6.4. Rage Issues
If you are having problems with rage generation, do any of the following things:
If you have an excess of rage, you can simply dump it with Heroic Strike (or Cleave, in the case of multiple targets). In addition, you can use Inner Rage to allow you to use these abilities more often.