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Protection Warrior 7.3

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Guest Andersonn

Why does Protection Warriors have to use Haste now? What happened to Mastery?

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Guest Tsamane

From what i have read from people on Beta the stats go

Stam > Vers > Mast > Crit > Haste

 

But that is level 110

 

I would never put haste at the top of stats.

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Guest Tyton

Sooo is it just me or does the macro for Heroic Leap spam clicking without loosing the green target circle when no path is available not work anymore?

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Guest Gorgone

The green circle does not go away now, no need for macro.

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Guest Alaexaender

So, for Stat priority, It's Haste/Mastery>Crit>Vers

Haste and Mastery are up in the air currently, as we don't have sims available yet.  Crit should end up being better than Vers, as the parry mechanic is useful, but more importantly it procs ultimatum.  Speaking of which, for raiding, Ultimatum/Vengeance is the top pick, as (with a full IP), it save 15 rage each time.  No other combo comes close to this.

In terms of STR/STM, STR should be higher.

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Hey guys. Thanks for all the comments, much appreciated.

We pushed through a series of updates last night, and I'm removing the Heroic Leap macro right now. Also changing the recommendation for Ultimatum. Going to wait for stats a bit to get a clear result, but we'll change them as soon as possible.

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Guest hyperhyve
13 hours ago, Guest Tsamane said:

From what i have read from people on Beta the stats go

Stam > Vers > Mast > Crit > Haste

 

But that is level 110

 

I would never put haste at the top of stats.

This is utterly wrong.

The stat prio is haste > mastery > versatility = crit.

The "versatility = crit" part might change in favor of one or the other.

Frankly, it doesn't matter if you would put haste at the top or not, unless you back it up by maths or facts. Which you don't. Until you can deliver either of the two, you should stick with what beta-testers have come up with.

 

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Guest Tyton
17 hours ago, Guest Gorgone said:

The green circle does not go away now, no need for macro.

For me it still does when the games doesn't find a path. For example in the alliance garrison if you try to jump to the second level of the fountain.

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Guest Guest

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

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1 hour ago, Guest Tyton said:

For me it still does when the games doesn't find a path. For example in the alliance garrison if you try to jump to the second level of the fountain.

It seems to never disappear for me, so I did remove the macro :)

1 hour ago, Guest Guest said:

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

I believe your question refers to Blood Death Knights :)

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Guest Guest
8 hours ago, Vlad said:

It seems to never disappear for me, so I did remove the macro :)

I believe your question refers to Blood Death Knights :)

Yes I'm sorry I play both, and coincidentely both stat priorities have shifted from mastery to haste, so that's why I accidentally posted here. But 80% of my question remains, just instead of bloodshield I mean mastery: Critical Block and all that entails. I don't see how shorter cooldowns all of the sudden are better then block chance, critical block chance, and attack power all in one stat.

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Yes I'm sorry I play both, and coincidentely both stat priorities have shifted from mastery to haste, so that's why I accidentally posted here. But 80% of my question remains, just instead of bloodshield I mean mastery: Critical Block and all that entails. I don't see how shorter cooldowns all of the sudden are better then block chance, critical block chance, and attack power all in one stat.

Hi Guest,

One major change to Shield Block in Legion is that its cooldown gets reduced by Haste. Meaning the more Haste, the more Shield Blocks you will be able to use. 
Haste also lowers your cooldown on several other Rage generating abilities, leading to more Rage. This comes really handy since Ignore Pain should be used frequently to sustain yourself, and costs alot of Rage. Also, Ignore Pain works against all kinds of Damage while Shield Block only works against physical attacks. Some attacks, such as specific encounter mechanics (Impale-style abilities), and abilities that apply bleeds cannot be blocked.

I hope this helped you out,
Cheers
Naowh

Edited by Naowh

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Guest Zardilann

I might be missing something, but currently ingame with Heavy Repercussions, the Shield Slam damage buff is activated by Intercept and not Shield Block.

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Guest Ethnar

The description in the guide for Warbringer (and Safeguard also mentions that) suggests that the damage/stun only applies when Intercept is used against enemy. That doesn't seem to be th case. Only tested on another players with training dummies and on  garrison bodyguard with regular mobs, but Intercepting to a friendly target actually damages and stuns enemies close to that target.

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The description in the guide for Warbringer (and Safeguard also mentions that) suggests that the damage/stun only applies when Intercept is used against enemy. That doesn't seem to be th case. Only tested on another players with training dummies and on  garrison bodyguard with regular mobs, but Intercepting to a friendly target actually damages and stuns enemies close to that target.

I must have missed that, thanks for letting me know!
I'll make sure we put that in the guide.

Cheers,
Naowh

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I might be missing something, but currently ingame with Heavy Repercussions, the Shield Slam damage buff is activated by Intercept and not Shield Block.

That's a bug and should be fixed soon!
Going to try it out myself to make sure.

Cheers,
Naowh

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Guest Sheildarm

To comment about earlier Warbringer comments.

If a stun is unnecessary, Intercept (with Warbringer) is actually VERY valauble for tanks. You can macro it to cast on your cotank (even giving him a slight bit of mitigation, by avoiding a hit) due to it not having a minimum range when on an ally. Then, it does free damage AND gains rage for you. While its damage isn't amazing, due to being off the global cooldown any not having any cost, it's an extra boost. Not even counting that the extra rage of course means more mitigation, which you already have listed in your guide. 

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To comment about earlier Warbringer comments.

If a stun is unnecessary, Intercept (with Warbringer) is actually VERY valauble for tanks. You can macro it to cast on your cotank (even giving him a slight bit of mitigation, by avoiding a hit) due to it not having a minimum range when on an ally. Then, it does free damage AND gains rage for you. While its damage isn't amazing, due to being off the global cooldown any not having any cost, it's an extra boost. Not even counting that the extra rage of course means more mitigation, which you already have listed in your guide. 

Everything you just mentioned is already in the guide.
But good to know we think alike!

Cheers,
Naowh

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The Warbringer ability on https://www.icy-veins.com/wow/protection-warrior-pve-tank-spec-builds-talents says it makes Intercept deal aoe damage, but in game it says it makes charge deal aoe damage. Not sure if it's an error or if the ability changes at later levels because my warrior is only level 48 right now and as such doesn't have intercept 

These guides are written for level 100 raiding purposes. 
The ingame tooltip should update once you get your Intercept I'm pretty sure.

Have a nice day,
Naowh

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Guest Cincaid

In our HFC Heroic raid I was first glad with the changes, but more and more I moved over to extremely disappointed. The other tank in my Guild, a Paladin, could more or less steal agro simply by auto attacking, not to mention dealing around 2-3x more DPS. Overall I feel my damage is severely down after the patch, along with decreased threat generation. I'm not claiming to be the best Warrior tank in the world, but I really hope things will be better once we get our artifact. :(

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So my question for old content and current content on farm, should I go with Into the Fray, or Vengeance? ItF get more rage from more haste, but Ven I can dump more into Focused Rage for the damage boost. 

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In our HFC Heroic raid I was first glad with the changes, but more and more I moved over to extremely disappointed. The other tank in my Guild, a Paladin, could more or less steal agro simply by auto attacking, not to mention dealing around 2-3x more DPS. Overall I feel my damage is severely down after the patch, along with decreased threat generation. I'm not claiming to be the best Warrior tank in the world, but I really hope things will be better once we get our artifact. :(

We discussed this over in the Guardian guide aswell. You can check it out here.
But yeah I totally agree with you!

Quote

So my question for old content and current content on farm, should I go with Into the Fray, or Vengeance? ItF get more rage from more haste, but Ven I can dump more into Focused Rage for the damage boost. 

If you run with Heavy Repercussions I suggest you pick up Vengeace aswell. If you can weave your Focused Rage and Ignore Pain its going to benefit you alot, both offensively and defensively.
However for trash and AoE/cleave fights I'd suggest Into the Fray!

Cheers,
Naowh

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Guest Kule
On 7/19/2016 at 8:11 PM, Damien said:

This thread is for comments about our Protection Warrior guide for Legion.

 

14 hours ago, Guest Cincaid said:

In our HFC Heroic raid I was first glad with the changes, but more and more I moved over to extremely disappointed. The other tank in my Guild, a Paladin, could more or less steal agro simply by auto attacking, not to mention dealing around 2-3x more DPS. Overall I feel my damage is severely down after the patch, along with decreased threat generation. I'm not claiming to be the best Warrior tank in the world, but I really hope things will be better once we get our artifact. :(

Yes! Thank you..I start thinking I am the only one...everyone are talking about Ignore Pain. I ended up spamming taunt in myth HFC with pala co-tank. Sure he is 742, I'm 734 but still...Iskarr adds- after i leap/clap/shock em ,they just walk past me-amazing! Mannoroth-i was spamming taunt and i couldnt get my threat on 100%!!!

So whats the problem there? Low threat generation, if dps is not bugged OR generally low DPS? I'm watching at the artefact traits for pala and warr and generally they both have same dmg increase traits...10% here, 15% there for warr and 5% extra holy dmg on everything, +9% sotr..And I.m making 3x less dmg than other tank..i dont think artefact can even these odds.

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Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
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