Mists of Pandaria Classic Protection Warrior Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Protection Warrior in Mists of Pandaria Classic.
Protection Warrior Spells, Cooldowns and Abilities
Protection Warrior has a
moderate amount of spells available to them; knowing your important spells and
when they are best suited to be used is a key part of performing well in any
environment. The sections below aim to show you your most important spells by
each category and give you a brief example of what each spell does.
Protection Warrior Stances
Warriors have three different stances, each having unique functions that are needed in certain situations. In Mists of Pandaria, all spells can be used in any stance, meaning you should only choose a stance based on your needs at the time.
Battle Stance — Grants you high Rage when you deal melee
damage. This is the main stance for DPS Warriors.
Defensive Stance — Decreases damage taken by 25% and
significantly increases threat generation, but you generate no Rage from
damage taken or damage dealt. This is the main stance you will be using.
Berserker Stance — Grants some Rage from melee damage, less
than
Battle Stance generates, but also grants Rage from damage taken.
Buffs and Debuffs
Buffs and debuffs are an important part of any party or raid group as they greatly increase your groups ability to tank, heal and deal damage as a whole. Make sure you keep your buffs and debuffs up at all times to ensure the highest chance of success in whatever content you are in.
Buffs
Battle Shout — Increases Attack Power of all nearby
raid and party members.
Commanding Shout — Increases the Stamina of all nearby raid
and party members.
Debuffs
Commanding Shout — Applies
Physical Vulnerability to
the target, increasing all Physical damage taken by 4%.
Devastate — Applies the
Weakened Armor effect,
reducing the targets' armor by 4% per application, stacking up to 3 times.
Thunder Clap — Applies the
Weakened Blows effect,
reducing targets physical damage dealt by 10%.
Core Rotational Abilities
These are your core damaging abilities that you will use frequently, either while leveling or at max level.
Shield Barrier — Spend Rage to gain a shield, absorbing a set
amount of damage based on your Attack Power, Stamina, and how much Rage you
spend. This will cost 20 Rage by default, but can spend up to 80 Rage total to
increase the absorption amount. This is one of our most powerful defensive
abilities, allowing you to negative a ton of what would usually be one-shot
mechanics on tanks.
Shield Block — Changed to a charge-based system, you gain 1
charge every 9 seconds and may have a total of 2 charges at a time. While active,
you block all incoming attacks made against you for 6 seconds. These blocks may
be critical blocks as well. This makes
Shield Slam a very active-use
defensive ability with very high uptime compared to previous expansions.
Shield Slam — Now generates 20 Rage, dealing very high damage
and threat to the target. This is your main ability as
Protection.
The
Sword and Board passive gives your
Devastate a 30%
chance of resetting the cooldown on
Shield Slam and causing it to
generate an additional 5 Rage.
Devastate — Deals damage to the target and applies a stack
of
Weakened Armor. This is mostly a filler spell to be used in during the
gaps of your rotation. The
Sword and Board passive gives your
Devastate
a 30% chance of resetting the cooldown on
Shield Slam and causing
it to generate an additional 5 Rage.
Revenge — Now generates 20 Rage, dealing very high damage to
the target and up to two additional nearby enemies. Whenever you dodge or parry
the cooldown of
Revenge will be reset. This is one of your main means
of generating Rage, especially as you get more and more gear and your dodge and
parry continue to increase.
Thunder Clap — Deals damage to all nearby targets, applying
Weakened Blows to them.
Unwavering Sentinel removes the Rage cost
of
Thunder Clap for
Protection, and
Blood and Thunder
makes
Thunder Clap apply
Deep Wounds to all targets hit, making
this a great AoE spell.
Shockwave — 40-second cooldown. Sends a shockwave out in a
frontal cone, dealing high damage to all enemies and stunning them for 4 seconds.
If
Shockwave deals damage to at least 3 enemies, its cooldown will be
reduced by 20 seconds.
Heroic Strike — Instantly deals damage to the target. This spell
was one a core part of our rotation, but is only used now to dump Rage if you are
getting close to cap.
Ultimatum procs will cause this spell to cost no
Rage and be a guaranteed crit.
Cleave — Instant attack that deals damage to target and an
additional nearby enemy. Similar to
Heroic Strike, this is essentially
just a filler in an AoE situation if your Rage is nearing 100.
Ultimatum
procs will cause this spell to cost no Rage and be a guaranteed crit.
Taunt — Taunt the target, forcing them to attack you and
placing you at the top of their threat list. This is used to pickup any loose
mobs or whenever tank swaps are needed on boss fights.
Heroic Throw — Deals decent damage to target from ranged,
great for using on the pull.
Victory Rush — Heals 20% of your maximum health. This
can only be used after you get the killing blow on an enemy that is a similar
level to you. You can not get this proc by killing low level enemies, such as
critters. With the
Impending Victory talent you can use this freely
every 30 seconds as an emergency heal.
Cooldowns
Protection Warriors has
limited cooldowns, mostly focused on increasing your own survivability.
Mists of Pandaria adds a few more minor defensive cooldowns and rotation spells
that greatly reduce the need for multiple defensive cooldowns, making the few
that we have extremely powerful.
Offensive Cooldowns
Berserker Rage — 30-second cooldown, triggers
Enrage.
Use this to help with
Enrage up-time.
Skull Banner — 3-minute cooldown, increases the critical damage
of all nearby allies by 20%. Use this in combination with other offensive cooldowns.
Recklessness — 3-minute cooldown, gives 30% increased crit
chance. Use this in combination with other offensive cooldowns.
Shattering Throw — 5-minute cooldown, reduces targets armor
by 20%. Use this in combination with other offensive cooldowns.
Defensive Cooldowns
Last Stand — Increases your health by 30% for 20-
seconds. Good to use when you are low health, or when you need a little more
health to survive an upcoming boss ability. No longer shares a cooldown with
Rallying Cry, allowing you to use both freely as needed.
Challenging Shout — Forces all nearby enemies to attack you
for 6 seconds. Unlike
Taunt this does not give you any threat, it is
only a temporary "forced fixation" on you. After
Challenging Shout
expires the enemies will return to attacking the highest threat target on their
aggro table.
Demoralizing Shout — 1-minute cooldown, reduces the
damage taken by all enemies hit by 20% for 10 seconds. This only reduces
your damage taken, making this only a personal defensive cooldown.
Rallying Cry — 3-minute cooldown, grants you and all nearby
allies 20% increased max health. Coordinate this with your
raid to help the group survive raid mechanics.
Shield Wall — 3-minute cooldown, 40% damage reduction.
Can be used in any stance and no longer requires a shield to use. Great for
surviving major raid abilities.
Vigilance — 2-minute cooldown, 30% damage reduction to
targeted player. This is your Tier 5 talent and is an amazing defensive cooldown
to use on your other tanks.
Demoralizing Banner — 3-minute cooldown, Throws down a banner
than decreases the damage dealt by all nearby enemies by 10% for 15
seconds.
Utility Spells
In addition to your main spells and cooldowns, you also have many utility spells that can be game-changing when used in the proper scenario. Make sure you understand each of the spells listed below to fully take advantage of your entire spellbook.
Spell Reflection — Reflects the next spell cast upon you back
at the enemy. This has limited uses in PvE content, espeically against bosses,
but may have some use on trash to not only prevent you from taking damage, but
dealing that damage to the casting enemy instead.
Charge — Quickly rush to an enemy, stunning them and
generating some Rage. With the
Juggernaut talent, you can use this ability every 12 seconds for Rage,
improved further by
Glyph of Bull Rush.
Intervene — Rush to an allies location, causing the
next melee or ranged attack made against them to be redirected to you instead.
Also reduces their threat by 10%. You may need to use this from time to
time for mobility or to escape a lethal area.
Pummel — Interrupts the target, preventing them from
casting for 4 seconds. This is an important spell that you should be making use
of whenever possible, especially on trash pulls. This spell is not on the global
cooldown, letting you cast it freely.
Disarm — Removes your target's melee and ranged weapons for
10 seconds, greatly reducing the damage they deal, and may prevent them from
using certain abilities. Mainly useful on certain trash mobs that use abilities
similar to
Whirlwind.
Intimidating Shout — Fears up to 6 nearby enemies for a short
duration. Can be useful if you are in danger or surrounded by enemies, but will
typically only be used in PvP as using it in PvE situations can cause trash mobs
to run in bad directions and pull additional packs of enemies.
Heroic Leap — Jump to the targeted location, dealing damage to
all nearby enemies. This is useful for either dealing a bit more damage on AoE
pulls, but will most likely be used as a movement ability to close
the gap on your enemy.
More MoP Warrior Guides
More Mists of Pandaria Spec Guides from Other Classes
MoP Dungeon Guides
MoP Profession Guides
This guide has been written by Abide, TBC veteran for nearly a decade. Abide is a Warrior tank and multi-class expert currently playing on Faerlina as Horde. You can find him in the the Icy Veins Discord. You can also see him live on Twitch.