Damien

Protection Warrior 7.1.5

165 posts in this topic

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

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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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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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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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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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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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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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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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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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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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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 http://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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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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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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