The Care and Feeding of Warriors: Protection in 4.0.1 -- a Cataclysm spec in a Wrath world

The short version: Single-target threat is pretty solid, AoE threat isn't what it used to be, and certain talents are good on paper but not really worth taking right now.
Slightly longer, before-the-cut version: Basically, the redesign of rage and abilities like Heroic Strike/Cleave, combined with the total talent redesign, have had a significant effect on protection as a spec. While it's certainly a viable tanking spec, there is definitely a noticeable shift in tanking mechanics. Threat is once again much more in the hands of the DPS to take, rather than in the hands of the tank to lose, especially when talking about AoE threat. However, while the Cataclysm mechanics are already being felt, we are still in the Wrath era and many heroics will be tanked with DPS who simply will not wait for a tank to establish any sort of threat before unloading. You will lose threat in those situations. In some cases, even if the DPS does hold back, it doesn't matter. Their damage is so much higher than your threat generation that there is simply no way to prevent them from pulling aggro, and since the mobs die so quickly, they see little to no consequences for doing so.
This is a habit that will only be solved with the coming of Cataclysm dungeons that punish such behavior with repeated wipes. Until that time comes, grit your teeth, do your best, and accept that the fundamental balance has been altered. It may feel a bit like being a whole new class, but ultimately protection is still primarily about the same things.
4.0.1 brought changes to tanking
It's probably not the worst idea ever to go over how protection has changed.
- Fewer talents means some old favorites are gone or vastly different. Vigilance is not at all as we remembered it, Damage Shield is gone entirely, and you can't spec into arms for Deep Wounds effectively. Safeguard is still around, proving either that a merciful deity does not exist or finds joy in my confusion. OK, my traditional hate for Safeguard aside, a 30 percent damage reduction to the target of your Intervene isn't terrible; it's just not worth two points to get for an actual tank. If you're a protection PvP player, it's pretty nice. Shield Slam is now protection-only again and part of the talent specialization for picking protection at level 10.
- In addition to this, rage normalization and the change of Heroic Strike and Cleave to instant attacks have definitely changed a staple of warrior tanking up to now, which is to say, spamming on-next-melee attacks. In addition, changes to the way the game processes abilities and decides when to use them makes spamming anything somewhat problematic, depending on the situation. On the one hand, your wrist and fingers will probably be ecstatic about not having to hammer on the HS button like an enraged drinking bird toy -- but it definitely takes some adjusting.
- Some new talents will work a lot better once we're out of the Wrath mindset. I'm thinking specifically of abilities like Blood and Thunder and Thunderstruck. It's not that these are bad abilities (especially Thunderstruck) but rather that the current dungeon mindset tends to mean that in a 5-man heroic with four random strangers, it can be very difficult to get the time to use them, and as such, you feel constrained by the other options available. While I'm still using Thunderstruck in my current instance tanking build, I've dropped B&T for now and will probably pick it up again as I level. Pulls don't last long enough for me to get much use out of an ability that allows me to spread Rend around after using Rend on one target, frankly. By the time I hit Rend, then TC, I will have lost aggro. If I manage to hold aggro for a Rend/TC combo, it will tick maybe once before everything is dead.
Supporting the new paradigm
With rage normalization in; threat modifiers on abilities more or less gone in favor of pure threat being baked into tanking stances/forms (what this means is your tanking moves themselves don't do bonus threat, but rather your Defensive Stance provides all the bonus threat you have, making Heroic Strike and Cleave high-threat moves only in Defensive Stance itself); and some really powerful DPS abilities out there, the problems I'm seeing with protection as a tanking spec aren't the spec's fault. It actually has quite a few solid abilities for generating and holding threat. It's still a fun and dynamic spec with some of the best mobility of any tanking spec.
The problem as I see it lies in what I like to call the threat ramp-up period, which has existed in one form or another with all tanking specs since the game began. The current form of prot warrior tanking is much, much less dependent on ramp-up than it was when the game started or even compared to the Burning Crusade days. As things stand right now, with a Shield Slam almost certainly ready to go at the beginning of a pull or even being able to charge into a pack and Thunder Clap almost instantly, the problem lies not in getting the pull focused on you the way it used to be when the primary means of pulling was a ranged weapon.
One of the reasons Blood and Thunder ended up not being as excellent a talent for 5-man tanking is this ramp-up issue. Simply put, you have maybe 5 seconds in most 5-man dungeons to put out as much threat to as many mobs as you possibly can. With threat generation more normalized and passive threat reductions removed from DPS abilities in favor of increasing the threat on stances/forms to compensate, what ends up happening is that one spec that is currently a high DPS outlier often puts out a rather massive burst of threat. If you're not already above where it is going to be, the DPSer pulls threat off of you with ease. Here's a completely made-up example.
The difficulty of ramp-up time
Suppose you charge a pack, hit Thunder Clap and then Shockwave, and follow that up with a nice Shield Slam. You're low on rage at the moment, but you've done a solid 9k threat per second (assuming you managed 3k DPS during that pull, 9k TPS should be reasonable) on the mob you're primarily focused on and about 6,000 TPS to the other three targets in the pull. So far, pretty simple. Now, your fury warrior (I'm picking on fury here because of what I wrote about them last week and because, frankly, other classes like hunters cry and whine if you point out they're aggro bandits) has used Intercept to come up to the mobs at about the same time you did. As you were starting your attacks, he opens up with a Bloodthirst > Cleave > Whirlwind combo on the same mobs and generates 12,000 DPS on them. He no longer has any threat bonuses or modifiers; he's just doing 1 threat per second for every damage per second he's doing. So that 12,000 DPS burst is the same as 12,000 threat per second.
What this means is you don't have time for fun, fancy moves like applying Rend to one mob, then TC to spread it around like a DK disease. Heck, even DKs are saying there's not a lot of time to do that anymore. In my own personal experience, as long as I manage to get into a pull and put out some threat immediately before my DPS can unload, it's not really a problem, since those huge DPS spikes are often followed by lulls when I can generate steady threat and pull ahead of them. It's a bit like the tortoise and the hare, but ultimately it works out fine. If a pull lasts more than 15 seconds in a Wrath heroic, threat will be cemented on me anyway. And I will be surprised.
Gems and glyphs
In general, gemming hasn't really changed yet, except you can't use hit as your yellow gem anymore and you have to decide between hit and stam for a blue gem, which makes me sad. Still, for right now at least, your hit targets haven't changed so neither will your gemming strategies.
Your prime glyphs are absolutely always going to be Shield Slam, Devastate and Revenge. There is no choice to be made there. (I'd like to see a prime glyph that modified a defensive cooldown to give tanks a choice.) Major glyphs give you some more variety, with standouts like Long Charge, Rapid Charge, Resonating Power, Thunder Clap, Heroic Throw, Shockwave and Spell Reflection. It's in the major glyphs that you find the most room for customization and choice. I recommend learning them all and carrying some vanishing powder around to allow you to tweak on the fly, in fact. For minors, I usually just go with the Shout trifecta of Demo, Commanding and Battle, but if you've taken Impending Victory, then the glyph Enduring Victory is also useful.
To sum up: Protection's a viable tanking spec, but tanking itself has changed. If you go into it expecting to not have to work for your threat in those initial few seconds of a pull, you're going to be unhappy. DPS can easily rip threat off of a tank who isn't working to build it, especially if he plays with no regard for threat generation, and it won't be until Cataclysm that the dungeon design punishes DPS for this behavior. Keep your ego in check, keep working to build threat, and you'll find the spec is still a mobile tanking spec with lots of options for various situations.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 4)
Tom Nov 5th 2010 8:13PM
How do you feel about Impending Victory? More useful in Cataclysm?
Kallix Nov 5th 2010 8:36PM
My opinion is that it will definately be better in Cata than now because of the change to healing, but I have no idea if it will actually be good or not. The 5% heal now is almost always overhealing, but thats unlikely to be the case in Cata where we won't fly back and forth between 20% and 100% health throughout a fight.
I won't be taking it when I first start raiding in Cata, however, unless I can really see it making a difference. I specced into it for a raid the other night just to test out how often it procced, and it seemed like I barely ever got the chance to hit it. Admittedly bosses aren't up long once they hit 20% in ICC right now because of the buffs, but I felt like I just didn't hit devastate that often, and so I barely ever saw it light up. I'm looking forward to getting into 85 raids to test it out more.
In A World (XBL) Nov 5th 2010 9:20PM
It's definitely useful for questing/soloing
I'm farming lvl 83+ mobs and can go as fast as I want because I'm constantly going back up to 100% health.
It has helped me in raids on rare occasions, but most of the time you won't get the killing blow on anything during a pull, so it's never available to use.
thebitterfig Nov 5th 2010 10:25PM
My personal problem with Impending Victory as a boss-tanking talent is the Execute-mechanic of it. It's too infrequent to be a meaningful self-heal throughout the fight, but it's also too small of a heal to stand out, like Enraged Regeneration sometimes can. For trash, mobs, it doesn't seem all too bad, but also not exceptional. If it was something like "Victory from the Jaws of Defeat" and you could gain the ability to Victory Rush whenever you dip below 35% hp (with some cooldown), that would just make more sense to me.
For leveling/soloing stuff, it'll be easy enough to go Battle Stance and get a full 20% Victory Rush when you kill something. You'll be able to rend/TClap/shockwave for AoE grinding, and won't miss out on much more than Revenge.
Nagheen Nov 6th 2010 2:00PM
@thebitterfig
You're already able to use Victory Rush in Def stance for a 20% heal. The only thing Impending Victory adds is give a weaker version during execute phase.
The new prot warr is pretty amazing at soloing old content now also, B&T is really nice for trash packs when you're alone, and we got alot more self healing now.
Speaking of which, I'm surprised nobody talks about Blood Craze, or is it just so awesome that it's generally accepted between warriors and I didn't get the memo.
Byron Nov 6th 2010 8:55PM
Looks like Blood Craze is getting nerfed down to 1/2/3% health return in coming Beta patches. It definitely *was* awesome, but RIP.
HeroJéz Nov 5th 2010 8:17PM
I envy prot warriors. Warbringer, Spell Reflection and Heroic Leap mean they're the coolest thing tanking since Mr T took an M1 Abrams to the North Pole and set up an Ice Cream factory that also sold aviators and pictures of Iron Man riding a White Tiger. And the Tiger had fangs made of Diamonds.
I look at my Avenger's Shield and think... if only you could make me fly.
Galadrius Nov 5th 2010 8:44PM
If it makes you feel better Avengers shield hits 3 targets whereas our deadly throw only hits one. Although it also has a silence effect which is awesome for pulling in casters.... I love being a warrior!
Maymer Nov 5th 2010 9:29PM
Not to mention that our glorious powers of warriorness allow us to kill a yak from 200 yards away. WITH MIND BULLETS!!!
No Cooldown either...Oh, and did i mention we have the power, to move you?
Angus Nov 5th 2010 10:21PM
A Yak bit my sister once.
jbodar Nov 5th 2010 11:04PM
@Galadrius
Not to step on your nuts, but Avenger's Shield includes a silence as well:
http://www.wowhead.com/spell=31935
Galadrius Nov 6th 2010 12:19AM
Didn't realize that had a silence as well. Never rolled a pally before. Now I'm just jealous.
Angus Nov 6th 2010 2:10AM
Gal: Why be jealous?
At least you know they will make a legendary for you this expansion.
Warriors get a legendary every expansion.
Andromaton Nov 6th 2010 2:27AM
If it makes all of you feel better us bears still have issues with pulling a caster as our silence ability brings us to them instead of the other way around (yay skull bash) so we still use the ooooold standby pulling technique: Line of Sight.
Sleutel Nov 8th 2010 8:26PM
I can only hope that Spell Reflect works on more things in Cata. All too often in the game up 'til now, even trash mobs in raids cast spells that cut right through it.
Most fun usage of it in WotLK: Lich Slapping liches in the Blood Wing of ICC across the zone.
Ashteroth Nov 5th 2010 8:37PM
I've been hearing a lot of warriors say that the old tanking weapons (ie. Rimefang's Claw; what level 80 prot warrior hasn't used this weapon) are no longer effective with our new mechanics and that we are better off with a slow one hander for harder hits. What do you think of this? Should I be hitting HoR for a Black Icicle?
EaterOfBirds Nov 5th 2010 9:39PM
ive been wondering about this too, the stats on the tank weps are better obviously, but the speed issue is an interesting one.
Byronius Nov 5th 2010 10:41PM
The main two attacks where you'll notice a difference are Devastate and Rend. In a Blood and Thunder spec, a slow weapon makes a big difference. Generally, even single tanking, a slower weapon is better. I picked up H Bloodvenom Blade and never looked back after patch.
thebitterfig Nov 6th 2010 1:10PM
While a slow weapon will probably be stronger for threat (I know strength slow weapons will be, but it just struck to me that the loss of strength might be a bigger difference across all your attacks than the gained damage through rend and devastate), it is a fair deal worse for avoidance, so keep that in mind. In other words, use one for trash where threat is king (and enchant Accuracy, too), use a different one for hard-hitting bosses where you won't have threat problems.
Mayhew Nov 6th 2010 3:00PM
Does a slow weapon *really* hit harder with Devastate? I know that the Devastate tooltip refers to weapon damage, but http://www.wowpedia.org/Normalization lists Devastate as one of the normalized instant attacks, which would mean that it treats both Rimefang's Claw and Black Icicle as if they were both 2.4 speed weapons.
I really need to test this myself, so that I can find out once and for all whether the "slow weapons > fast weapons because of Devastate" concept is in fact valid, or if it's just a commonly-occurring misconception.