In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.
Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Protection Warrior rotation and playstyle (such as from reading our guide).
We will first list the most important changes to the Protection Warrior Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.
Finally, we will give you some information about the most useful talents and glyphs you should choose.
New Abilities
Shield Barrier is a damage mitigation ability which absorbs a reasonable amount of damage, based on your attack power. Currently, it scales extremely well. It costs 20 rage, but if you have up to 60 rage available, it will consume it, increasing the amount of damage absorbed. It does not have a cooldown - instead, it has 2 charges (which regenerate once every 15 seconds), and Shield Barrier can only be used twice within a 15 second window.
Deadly Calm is a cooldown that reduces the rage cost of your next 3
Heroic Strike or
Cleave attacks by 10.
Demoralizing Banner summons a banner that reduces the damage done by all enemies within 30 yards by 10% for 15 seconds.
Mocking Banner summons a banner that taunts all enemies within 30 yards, forcing them to attack it for 6 seconds.
Skull Banner summons a banner that increases critical damage by 20% for 10 seconds.
Execute is a damaging spell that can only be used on targets that have 20% or less health. Previously, this spell was not usable in
Defensive Stance.- Tier 2 talents offer a choice between
Enraged Regeneration,
Impending Victory, and a passive ability,
Second Wind. We discuss these talents in greater depth in the Talents section. - Tier 4 talents offer a choice between
Bladestorm,
Shockwave, and
Dragon Roar. We discuss these talents in greater depth in the Talents section. - Tier 6 talents offer a choice between
Avatar,
Bloodbath, and
Storm Bolt. We discuss these talents in greater depth in the Talents section.
Changes to Existing Mechanics
Shield Block has been heavily redesigned and turned into a much more interesting ability. It blocks all incoming attacks for 6 seconds. It has a high rage cost of 60 rage, but it has no cooldown - instead, it has 2 charges (which regenerate once every 15 seconds), and Shield Block can only be used twice within a 15 second window.
Shield Slam generates 15 rage instead of costing rage.
Revenge now generates 10 rage instead of costing rage. It now has a 9 second cooldown, and dodging and parrying attacks resets the cooldown.
Thunder Clap no longer costs rage.
Deep Wounds is automatically applied each time you cast
Devastate.
Deep Wounds is now automatically applied each time you cast
Thunder Clap. This is the equivalent the old way of spreading
Rend (now removed) through the
Blood and Thunder talent.
Weakened Blows (the new version of
Demoralizing Shout), is applied each time you cast
Thunder Clap.
Sword and Board now increases the amount of rage generated by
Shield Slam, instead of removing its rage cost.
Devastate no longer costs rage.
Commanding Shout now increases the Stamina of raid members by 10%, instead of by a fixed value.
Battle Shout now increases the attack power of raid members by 10%, instead of increasing Strength and Agility.
Demoralizing Shout is a minor personal cooldown. It has a 1 minute cooldown, and for 10 seconds, it causes nearby enemies to deal 20% less damage to you.
Recklessness no longer increases damage taken.
Removed Abilities
Concussion Blow has been removed.
Rend has been removed.
Inner Rage has been removed.
Rotation and Spell Usage
The way in which you will play your Protection Warrior will change rather considerably. The core abilities have remained the same (with the notable addition ofThe main reason for this is that rage is no longer a highly fluctuating resource. Most abilities in your rotation no longer cost rage, and, in fact, some even generate it. Rage's most important uses now are your two active damage mitigation abilities,
Your rotation will resemble its Cataclysm version, which we detail in our guide, along these lines:
Shield Slam and
Revenge will be used on cooldown.
Devastate will be used as a filler spell.
Thunder Clap will be used at least once every 30 seconds, to maintain the
Weakened Blows debuff.
Heroic Strike will be used for increasing your threat output.
At the same time, you have to make sure of the following.
- You avoid being at maximum rage, since this wastes your rage.
- You use Shield Block and Shield Barrier often enough to make use of their very low cooldowns (two uses within a 15 second window for each).
In AoE situations, your only options are
Talents
Tier 1 talents offer a choice between 3 talents that affect yourTier 2 talents offer a choice between 3 self-healing talents:
We believe that
Tier 3 talents offer a choice between 3 crowd-control talents: None of these talents will be particularly useful in PvE. Choosing one over the others will be based on the kiting method which you will have to employ in the encounter.
Tier 4 talents offer a choice between 3 important, gameplay-altering abilities: In terms of pure DPS (and therefore threat) output,
Occassionally, you may choose
Tier 5 talents offer a choice between 3 abilities that help you protect raid members:
The choice between these 3 talents will depend on what you need most in the encounter.
Tier 6 talents offer a choice between 3 powerful threat and damage-increasing cooldowns:
We believe that the choice of talents will depend on what the encounter requires. If you are simply looking to do more DPS and threat, then Avatar is the right choice. If, however, you wish to control various adds better, then you should choose Storm Bolt.
Glyphs
There are several Major Glyphs that are worth considering:
Glyph of Heavy Repercussions increases the damage of
Shield Slam by 50% while
Shield Block is active. Given the high uptime of Shield Block, and the frequent usage of Shield Slam, this glyph will probably be nigh-mandatory.
Glyph of Hold the Line increases the damage of
Revenge by 50% after you parry an attack. Again, this glyph will probably be nigh-mandatory.
Glyph of Unending Rage increases your maximum rage pool by 20. We believe this glyph will be an important element in helping you better pool rage. Pooling rage and saving it for moments when you need to use your mitigation abilities will be a central part of the Protection playstyle.
Glyph of Incite causes your
Devastate to reduce the rage cost of the next
Heroic Strike or
Cleave by 20, when used during
Deadly Calm.
Glyph of Gag Order causes your
Pummel and
Heroic Throw to also silence the target for 3 seconds. This glyph could be useful on fights where you need to deal with caster adds.
Glyph of Enraged Speed increases your movement speed by 20% while you are enraged. You become enraged each time you score a critical block, so the uptime of this effect should end up being quite high.
Glyph of Death From Above reduces the cooldown of
Heroic Leap by 15 seconds, and increases its damage by 100%. This glyph could be useful on fights where mobility is a very important factor.
Glyph of Bloody Healing increases the healing you receive from bandages by 20%, while
Deep Wounds is active. The effect of this glyph is going to be minor at best, but since it is a theoretical benefit, we chose to list it.
Glyph of Intimidating Shout causes the targets of your
Intimidating Shout to cower in fear (standing in place) rather than to run around. This is useful especially in dungeons, when you wish to use crowd-control on the mobs without having them run into other trash packs.

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