The Care and Feeding of Warriors: Cooldowns

Cooldowns. Those abilities that provide a sizable benefit to a character when used, but cannot simply be used over and over again due to a time-based limitation on their use. As far as I know, every class has a few. For warriors, being a two role hybrid, cooldowns can be further broken up into tanking and DPS related, with some overlap (the famous and oft-neglected Retaliation comes to mind as a cooldown that can be used in either role to some extent).and it's often the most basic and yet most easily overlooked aspect of warrior gameplay.
While for a DPS, cooldowns are useful and even can be said to be required for top performance, for a tanking warrior's cooldowns only grow in importance the more cutting edge the content becomes. Wrath of the Lich King stands out, a year or so into its development cycle, as having shifted tanking away from a process of gearing to either survive or completely avoid big spiky damage in the form of critical hits/crushing blows to a process of gearing to survive big spiky damage through stamina and, more often, cooldown usage. Whether it be Gormok the Impaler's Impale, Onyxia's combination of Wing Buffet, Cleave and Fire Breath, or Mimiron's Plasma Blast, you as a tank will often be called to do anything in your power to make healing you through massive amounts of damage easier. Sometimes, it won't be enough.
So let's talk about cooldowns.
The first (and some will say most obvious) rule for proper use of cooldowns is knowing that yes, you should be ready to use them. A friend of mine recently came to me with an issue he was having with a warrior tank in his raids (I was still DPS but was preparing to move back to tanking myself) - the problem as he laid it out to me was, this warrior tank was easily the most difficult to heal of any of their raid's tanks. The DK and druid tanks were fine, but the warrior was an absolute pain to keep alive. So I agreed to go over their logs of the fights and after a few minutes I noticed some irregularities. On Auriaya, a fight which has not only the boss but four adds that each hit harder if they're in proximity to each other, I saw something... or rather, I failed to see it.
On the entire fight, the warrior didn't use Shield Block once. Didn't use Last Stand once. Didn't use Shield Wall. I went and armoried his tanking gear and saw a Heart of Iron equipped: it never got used. In short, he didn't use either of the two big cooldowns, he didn't even use the mini-cooldown of Shield Block or his trinket. A cursory scan of other fights revealed the same kind of problem: rarely would he use Shield Block, almost never did he use Last Stand, and Shield Wall got use once in an entire night of raiding Ulduar. And it wasn't even on Mimiron, it was on a trash pull before him.
Whether you're tanking or DPS, the first thing you need to do as a warrior is learn what your cooldowns are, how often they're up, how long they take to be usable again once popped, and when the best time to use them is. You do not want to be popping Bladestorm when there's one mob left in a trash pull, especially when there's another trash pull coming it would provide better AoE DPS for. You don't want to hit Death Wish while you're offtanking a mob who does a lot of incoming damage. (This is even more true for Recklessness.) This also means moving past the mindset (which older warriors often feel more than ones who have just taken up the class) that you should save your big three linked cooldowns. I feel your pain, guys, but those times are gone. Recklessness, Retaliation and Shield Wall aren't linked anymore. They're not on 30 minute cooldowns that are mutually exclusive, so if you pop Shield Wall for this one boss you won't have all three for 30 minutes. Those days are gone, and we need to leave them dead and buried. Cooldowns are meant to be used.
The second (almost as obvious to some, but still bears stating) rule is, don't take what I just said to mean you should pop Shield Wall immediately as soon as it comes off cooldown. It's okay if you tank an entire heroic and never use Shield Wall once if it never once needed to be used. If the healers are already complaining that you're not taking enough damage to be worth healing, it's fine to focus your attention elsewhere and not worry about popping Last Stand as soon as you can. This is especially true if you know or suspect that harder content is coming. Furthermore, it's useful (especially in the era of tanking we find ourselves inhabiting where cooldowns are as short as every two minutes because they often need to be used that often) to learn exactly when to use a cooldown and how often to do so. On a fight like heroic Twin Val'kyr, you may end up having to use a cooldown to eat a vortex rather than switching colors depending on your overall strategy, and if this is the case, you may have to eat two vortex back to back because the RNG is a hideous gap-toothed maw that chortles and giggles as you try and escape the onrushing truck that is bearing down upon you. It drools, too. So it's okay to not use all of your possible cooldowns at once: you probably don't need Shield Wall and Last Stand at the same time. Space them out.
As DPS, you're less interested in using your cooldowns to keep from dying and more interested in using them to make other things die. Still, it's probably the case that you don't need to pop Recklessness and Death Wish at the exact same moment. This is less crucial depending on an overall DPS strategy: it might in fact reward you to use them both at once, especially if you'll have the rage to really take advantage of reck with a solid BT/Whirlwind/Slam combo or a nice Sweeping Strikes while Overpower and Execute are lighting up, followed by a timely Bladestorm into a lot of mobs faces.
Also, please don't forget about trinkets with on use abilities. These are effectively bonus cooldowns. By using my Heart of Iron and Satrina's Impeding Scarab at the same time, I basically have a third cooldown period I can use after Shield Wall and Last Stand. With the glyphs I have for each ability, using these two trinkets in this manner usually gives me enough leeway that one of my other two major cooldowns will have come up at the very least. Shield Block, although only really awesome if you have 4 piece T8, is still up every forty seconds as well to help act as a mini cooldown so don't forget you have it. (The problem with using Shield Block in this way however is that, frankly, it's a better threat move at this point than a damage reduction, at least on bosses who often don't even hit that hard or often physically but who do a devastating move that can't be blocked. On trash, Shield Block can help Damage Shield as well as keep you from taking a lot of damage.)
Also, if you're tanking an AoE pack, it can really be useful to throw a Retaliation up just as you charge into them. The initial counterattack provides just an added extra bit of aggro, and every little bit helps when your DPS consists of a ret pally who hits Divine Storm the second you look at a mob and a DK who thinks the Death and Decay button has an 'I win' sticker on it.
Again, these guidelines may seem simple, but like many simple things, they're often lost on us, so especially if you're new to DPS or tanking on a warrior try and keep your cooldowns in mind.
Filed under: Warrior, Analysis / Opinion, Odds and ends, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King






Reader Comments (Page 1 of 3)
DAWG Oct 22nd 2009 10:08PM
I used to be reaaallly bad about not using cooldowns, always thinking I would need them right after using em, but now whenever I notice I'm not using cooldowns I just start using them every chance, but I'm usually getting better at timing them.
Lesson: Better to use CDs every time they come off Cooldown, instead of never ever using them
DAWG Oct 22nd 2009 10:10PM
This is usually only when soloing, when im doing instances I pay more attention and am wayy better about CDs
thebitterfig Oct 22nd 2009 10:41PM
i pretty much only tank heroics, but yes, cooldowns are handy even there. first, i just macro Shield Block to my Shield Slam key. quick and dirty, but it makes sure that i get those bigger slams as often as possible, and always right at the start of a boss fight where it is most useful. If you don't pop Shield Wall when the Black Knight marks you for death, you're a bad tank and deserve to get killed. I don't care if it can be healed through - it is the principle of the thing.
Last Stand (in combination with Enraged Regeneration and Lifeblood if you are an herbalist - minor cooldowns to be sure, but worth using!) is a sweet thing to pop at times when the healer isn't around. Like if they got marked for death by the black knight and didn't make it. Why today in fact I finished the Black Knight at over 90% hp with a dead healer. If there is a fear, or a silence, or if your healer just got a phone call and is AFK and you don't realize that until well into the next pull, all great times for cooldowns. Remember: you can't blame the healer if you die with cooldowns unpopped.
Of course, heroic instances are like that. Raid Damage is high enough that cooldowns help at any time, as is the point of the article.
Marita Oct 22nd 2009 11:30PM
as a healer, I agree 100%
there are real life issues that are missed by party members, like "OMG lag" that they can't know off until it's too late (disconnect)
If you are talking in vent with them it's easier to fix, but that's not so usual in pugs
swelt Oct 23rd 2009 8:32AM
Shield block is a useful and flexible cooldown, macro-ing it to shield slam is a bad habit and one you'd do well to break.
It's a good cooldown to use to take the edge off some damage, particularly when engaging a new mob while healers may not be quite ready. It's awesome against packs of mobs that don't hit hard against whom you can go melee immune. It's also nice for sustained threat, focus on getting as many shield slams (and thus sword and board procs) during it's duration.
My point is that in each of those uses, the timing of your shield block is subtly different. So don't macro it to shield slam. Instead, make sure that your UI clearly shows when cooldowns like shield block are up and available. I personally use OmniCC and a floating click-thru bartender bar near the center of my field of vision that has key abilities with medium cooldowns that I like to keep in focus, but whatever works for you...
thebitterfig Oct 23rd 2009 11:40AM
swelt, you are completely right. i should take it off slam and put it somewhere else. but i'm lazy and can't find another spot for it on my action bar.
regisfrost Oct 22nd 2009 10:56PM
Good use of Shield Wall: *before* you get those huge hits that kills you. Enrage, unavoidable damage, etc. It wont help you much when you you are down on your last 2k health and the boss hits for 15k.
Good use of Last Stand: when you took a huge hit and need the extra health to survive until healing comes. Or when you are going into a period of much hurt and Shield Wall is on cd.
On Koralon I tend to pop Shield Wall when he pops Meteor Fist and has low enough health that he won't use it again. Better be safe than sorry.
Tom Oct 23rd 2009 6:12AM
From a healer point of view I would say if anything you are still being too conservative with your cooldowns.
My opinion on cooldowns is that, while everybody wants to feel like a Hero by popping it with two healers dead and the boss on 10%, in practice you get much more mileage out of them when all the healers are alive, and you just use it to trivalise a boss ability. Take Koralon's Meteor Fists as the example.
If one tank or one healer pops a cooldown every Meteor Fists you trivalise that mechanic. That mechanic is the only hard part of the fight, so by using a cooldown every time you simplify the fight dramatically.
If, alternatively, you decide to hold onto that cooldown for when a healer is dead you:
a) Increase the chance of players dying by putting strain on your healers
b) run the risk that even when you do pop shield wall, the remaining healers are unable to heal you.
c) Never use it.
I'm strongly in favour of aggresive use of cooldowns. Go into a fight knowing what the boss does and knowing ahead of time when you are going to use your cooldowns. Don't try to wing it or you will constantly be telling yourself that there will be a better time, and by the time you realise you should use it it's too late.
It's the same with Healer cooldowns. If you're using a cooldown to cover for somebody else who died, then you should have used that cooldown 30 seconds earlier to stop them dying. Tanks can't cast shield wall on other people, but they can use it on themselves and free their healers to do other things.
Be aggressive. Be be aggressive.
Tom Oct 23rd 2009 6:42AM
Sorry I implied you were waiting for healers to die which you never said.
My point was that even waiting until the boss is on low health to use Shield Wall is a mistake in my view.
You are almost certain to get to the first Meteor Fists, but given the possibility of raid wipes you're less likely to get to the last one.
So it makes more sense to use a Shield Wall early rather than wait until late in the fight. You might die before you get there and never use it. And worse than that, you might die before you get there BECAUSE you didn't use it earlier.
S?hrtogg Oct 23rd 2009 7:28AM
@ Tom
While in theory I agree with you that it is best to set up a full-covered CD rotation scheme. It will help trivialize a boss special ability like you said and is used for difficult fights that simply cannot be beaten without. Mimiron's Plasma Blast comes to mind, especially hard mode, where minor CDs are to be coupled with big CDs to maximize DR.
In practice it goes south in PuGs and/or 10-man raids though, because:
a) there are not enough CDs in the raid to cover every occurrence of the special ability
b) the level of cooperation required is simply not worth the effort for an encounter that goes well most of the time without a full-covered CD rotation
On Koralon for example, nobody is waiting for an eager raid leader who's going to set up a CD scheme. Just pull and get it over with. As a warrior tank, you can't cover every Meteor Fist with a major CD. Even if fully specced and glyphed, you have Shield Wall and
Last Stand once every 2min, so you can't do it by yourself. Just like regisfrost, I tend to save those majors for when stuff goes bad. Usually both at once, mashing health then wall in rapid succession (alt+c -> alt+x) because like regisfrost mentioned, wall isn't good if you don't have health. Myself, being in possession of the T8(4) set, use shield block for meteor fist whenever it's off CD, because I know I still have wall and stand for emergencies.
I have to give you though that such CD usage is often applied by healers as well, meaning CDs get wasted over another. How often have I seen Lay on Hands right as I press Last Stand?
Crash Oct 22nd 2009 11:18PM
This question is unrelated to article, but it's about warriors. Forgive me off-topic.
Does Arms spec, pvp or pve, have any use at all for dualwielding 1h weapons? I had quite a heated discussion today in my guild over a warrior winning 1h mace, claiming he is going to respec Arms and he will switch to dualwield in combat when rage starved.
This sounds like a bullshit excuse to me, so I visited elitist jerks, but they are surprisingly quiet about Arms, focusing on fury instead. Quick google search reveals several official WoW forums threads stating this is fail.
Did you, Mr. Rossi, or any of wow.com readers ever heard about it? Should I just kick that dude from guild or he has perfectly reasonable point?
Noscy Oct 22nd 2009 11:47PM
you're right neither Arms or Fury (@ 80) is no longer designed for 1 handers. Arms specifically is designed weapon damage hence the benefits of a 2 hander out weigh the usefulness of 1 handers.
Fury on the other hand uses a combination of Weapon Damage and Attack Power, and 2 handers will again benefit more from this.
The question really is this person performing as well as your other dpsers? If no, then you have a point of argument.
Tyrnas Oct 22nd 2009 11:49PM
Arms has a 41 point talent called Endless Rage. It works... well.
Tell him to make sure he's following his priority list of Rend > SD Execute > Overpower > Mortal Strike > Slam, and Heroic Strike at >80 rage (or slightly lower, that's a personal preference). Some will prioritize MS over OP, but w/e, that's not the point.
The point is arms = massive self sustained rage. He doesn't need to dual-wield for it, ever. Most likely he's spamming HStrike too often.
curtisrutland Oct 23rd 2009 10:39AM
It is a b.s. excuse, or at least the guy is confused.
He's basically saying that he needs three weapons to raid. 1 for damage, and 2 to hold in reserve to build rage. That's crap, especially if someone else needs that 1h for their main weapon. Hell, he hasn't even respec'd yet. If I were in charge, he'd have the same priority as a greed roll on any 1h weapon. Anyone with any real need would be ahead of him.
Tyrnas Oct 22nd 2009 11:44PM
Having tanked in the era of crushing blows and very low (couldn't remember if it was 6, 8, or 10sec) cd shield block, the idea of NOT using that ability on cd still makes me cower in fear.
Lemons Oct 23rd 2009 12:09AM
"Instantly counterattack any enemy that strikes you in melee for 12 sec. Melee attacks made from behind cannot be counterattacked. A maximum of 20 attacks will cause retaliation."
Hmm...I have learned something today...
But can you counterattack while stunned? Seems like you shouldn't be able to...you're fracking stunned!
nekorion Oct 23rd 2009 12:32AM
Now personally I have no problem blowing cooldowns as a tank. I know I need to be alive, so I do everything in my power to make sure that happens.
However as a dps those 3-5 minute cool down moves are just hard to decide when you want to use them. None of them are very "necessary" unless you're dealing with an enrage timer, and in heroics it's almost useless to use em.
Any advice?
Docp Oct 23rd 2009 2:32AM
I used to have trouble using DPS cooldowns but they really can help improve your overall DPS and I think effective use of CD represents that someone is a competent DPS. For Heroics I use abilities with a 1 minute cooldown whenever it's available. 2-5 minute cooldowns I'll use on every boss in heroics, or when available in raids because usually by the time you get to the next boss they'll be ready, I tend to blow them straight away in the boss fight (once the tank has aggro) to make sure I get their entire use (also it's better to string cooldowns, instead of using them all together) but be aware of other times when it may be better to save them for specific parts of the boss fight (enrages, or when a shammy pops heroism, or when the boss's about to knock you 30 yards away you don't want to waste valuable CD time running around)
Effectively with cooldowns you mostly just want to maximize uptime on bosses but also be situationally aware, especially if the cooldown has a drawback on it that might increase damage taken, in which case make sure not to do it when a large AOE attack is coming, etc. Like someone above said though, if you really don't know when to use a cooldown just pop them all the time, it's better to use them ineffectively than not at all and by continual use you'll eventually get the hang of using it.
Crash Oct 23rd 2009 4:08AM
What about Allison "i love me sum bare durids" Roberts? She's awesome too! :O
Crash Oct 23rd 2009 4:10AM
^ that went under wrong comment. Vote down please.