The Care and Feeding of Warriors: Protection Warrior 101

Tanking. The role wherein you go and let very bad things do other very bad things to you so that they don't do very bad things to the rest of your party or raid, giving said party or raid time to do very bad things to them. I wrote a protection 101 guide almost exactly a year ago. We're revisiting the subject now for several reasons. Much as when we wrote the DPS warrior 101 guide, things have definitely changed for prot warriors over the past year. The addition of the mastery stat, the removal of defense on gear, the talent revamp and Vengeance have all had a cumulative effect on tanking warriors. So we're going to cover the basics and give as broad an overview as we can.
What is a protection warrior?
Protection warriors have been viable tanks for 5-man and raid content for six years now. Many elements of the class have changed since those days. Protection warrior tanks boast unparalleled mobility, ranged silences, and several ways to build and maintain threat on single targets and multiple groups of mobs. Protection in Cataclysm maintains much of the flavor of the Wrath-era warrior tank while adding in fun new toys like Heroic Leap. As a prot warrior, you are expected to hold aggro, or threat, while using high health, heavy armor, a shield and various abilities to make it easier for your group's healers to keep you alive.
What are the benefits of protection?
Well, it's a lot of fun. Granted, tanking is a very specific kind of fun, and warrior tanks are a very specific breed of tank. Druid tanks use nature magic to transform into a large bear to tank, paladin tanks call upon the Holy Light, and death knight tanks use necromantic energies. These are all fine and good, if you're into that kind of cheating. Warrior tanks don't do that kind of thing.
Protection as it stands in Cataclysm might well be the single most mobile and varied tanking spec there is. Between Warbringer allowing charging in combat, Intervene allowing a warrior to move to the side of another character in an instant, and Heroic Leap providing the ability to move from point A to B at will, the tanking warrior can be anywhere he or she needs to be in short order. Meanwhile, the warrior tanking spec can be tuned to provide more self-healing, more single-target threat, and tools to silence, shorten one's defensive cooldowns, or even spreading bleeds about. No two tanking warriors need to have exactly the same spec, and what's more, a tanking warrior could easily dual spec into two different prot specs for different roles and not feel at all odd doing so.

Well, for starters, although all four tanking specs are capable of doing quests and other solo content, their damage output is lower than a dedicated DPS spec. Protection is, if anything, even more gear-dependent with the loss of defense on gear and must gear for both threat and survivability. Since tanking is often the highest-profile role in a dungeon or raid, tanks often find a lot of the onus of a successful run is on them. It's a high-pressure role at times; you need to be ready for that.
What stats am I looking for as protection?
With the exception of a new stat (mastery) and the loss of an old one (defense), you want the same stats as a protection warrior in Cataclysm as you did in Wrath. The main difference is that, with mana more of a concern for healers, it's much less rewarding as a tank to simply stack all the stamina you can and let the healers drop the biggest heals they possibly can on you. Stamina, mastery, armor, dodge and parry are your defensive stats, each in their way contributing to keeping you alive. Hit and expertise are still your threat generation stats, allowing your hits to generate threat.
Frankly, right now as a prot warrior, I'm absolutely gaga for mastery. Even without stacking a lot of stamina, I'm well into 150,000 health raid buffed, so stacking stamina to strain my already constantly working healers doesn't seem nearly as attractive as doing all that I can to keep them from having to work as hard, and the protection mastery (Critical Block) is a lot better than I had originally anticipated. I basically put mastery just above dodge, parry and armor at this point, with stamina being something I take on gear but don't really gem for or otherwise worry about. Avoidance and mitigation are just more useful for tanks right now.
While I value gearing for threat and often gem for hit or expertise in order to make a socket bonus, I don't find threat really a problem in most situations right now. I would put hit and expertise below the avoidance and mitigation stats but ahead of stamina stacking, for a beginning tank. One thing I would mention is that I'm often torn between the Wildhammer/Dragonmaw Strength/Mastery head enchant and the Earthen Ring's Stamina/Dodge tanking head enchant. I really like that combination of strength for threat and mastery for Critical Block.
When we talked about protection in patch 4.0.1 (the pre-Cataclsym patch, the Shattering), we covered glyphs pretty extensively, and that hasn't changed much.
What talent spec should I use as protection?
Well, frankly, that's up to you. What are you going to be doing as a tank?
Will you be off-tanking a lot? Will you be expected to pick up a lot of adds? Are you intended to run 5-mans and heroics exclusively, or do you need a spec for both heroics and raid tanking? This spec, for instance, embodies what I would call the middle-of-the-road tanking spec. You could easily move points from Hold The Line to Blood and Thunder if you wanted to emphasize AoE tanking, or dump Incite entirely to put emphasis elsewhere. (Frankly, I wouldn't dump Incite. I love Incite; I'd adopt Incite and send it to good schools if I could.) The really fascinating thing about Cataclysm's talent redesign is how it gives you options, and if anything, the big issue with the warrior protection spec is how much good stuff is in it. I've played with a Blood Craze tanking spec, but I don't want to give up Blitz and Incite to get it.
It's similar to the old line where people tell prospective employers in job interviews that their biggest flaw is that they're a workaholic. If you find yourself saying, "Man, it sucks that I have so many awesome talents," then it doesn't suck at all and you should just be happy.
Protection is still a priority system rather than a rotation. With talents like Thunderstruck, you're probably going to want to hit TC at least once before Shockwave, which isn't all that hard in today's CC-rich environments. (Like, as an example, the trashtastic hallway before Halfus, am I right? Sheesh.) Basically, if at all possible, I almost always recommend opening with a Shield Slam or Revenge, using Devastate to stack up sunder to three stacks or if nothing else is available, while applying Thunder Clap for the debuff and to get Thunderstruck up to three stacks before unloading a Shockwave. Usually, at least at the opening of a pull, you'll only be able to get one TC off before a Shockwave, so don't fret about it.
Use Cleave/Heroic Strike as necessary and as rage permits. Don't break CC if you can avoid it, especially if your gear isn't up to the task. With tools like Heroic Throw, Charge, and Heroic Leap, you are the master of positioning; make use of them.

As for cooldown use, this is basically unchanged from Wrath. Unless you have to save them for a specific reason (an attack you know is coming at a certain moment), then use them proactively. Most cooldowns are between 1 minute and 3 minutes now. You can use one or two per pull, especially if those pulls have CC to coordinate. They make healing you easier and keep you alive; don't forget to use them. Shield Block in particular is on a short enough cooldown that you should probably use it as soon as it is up. It's great in coordination with a trinket.
To summarize, protection hasn't really changed so drastically that you can't apply what you have read before. There are specifics to keep in mind -- tanks are uncrittable via talents now, for example -- and our talent trees are much less bloated and more focused in general. But even with the return of CC, the changes to healing, and the redesign of how heroics play out, warriors tank more or less the way they always have, with a ridiculously huge shield strapped on and a blood-smeared smirk on their faces. The rest is just details.
Next week, we'll hopefully continue the discussion of protection in Cataclysm with a complete overview of the talents and abilities.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 3)
Oldbear Jan 22nd 2011 2:11PM
That armour set alone makes me want to finish leveling my warrior.
RedBar Jan 22nd 2011 2:18PM
i agree on you that the mastery stat is vital to safe healers manna, the only thing is we need to take care of tanking = holding treath, safe trigger finger dps, dont break any cc because resheeping seems impossible for most pug mages, ect and we need to take care of manna issues of other peeps (shees). things getting more on us than i ever expected after tanking almost everything in wrath.
if i may i like to add that a warrior need somewhat between 130-140k hp for 5 mans (did not do raids yet) and focus on mastery indeed... but i've seen some situations that more expertise (treath) is vital in a group with a fire mage, balanced druid and hunter (pug group). dps in somecases is sick and again always blaming us....
nice basics :D keep it up
Stilhelm Jan 22nd 2011 3:50PM
If you're a good tank, know how to use your cooldowns, and have a good healer behind you, and you've at least put cheaper enchants/gems on the gear you have, you could do ok tanking 5-man heroics with 120k hp unbuffed. However, if you want to do randoms, you have no idea what kind of healer you're going to get.
I've seen tanks (including prot warriors) drop into random heroics with 120k buffed hp, no gems or enchants, usually a mix of dps gear. It's pretty pathetic, and if their healer isn't raid geared, they're probably not going to make it past the first boss. If they don't have (and use) 2-3 CC per trash pull, they probably won't make it *to* the boss.
I even saw a prot warrior drop into a heroic Throne of the Tides with a green caster shield, and about 120k hp unbuffed. I asked why he had a caster shield, and he responded by charging into the first trash pull (the rest of the group wasn't even to the top of the stairs yet). He lasted about 6 seconds because the mobs were stunned with shockwave for 4 seconds.
I do have to say that I enjoy tanking on my warrior the most. I've also tanked with druid, DK, and pally, but the warrior just feels better. There's something just so satisfying about the sound of shield slam.
Also, I wanted to reiterate the point that mindless stamina stacking is very bad. In addition, I'm preferring mastery over parry and dodge because it makes you much easier to heal than if you're stacking avoidance. A steady stream of lower hits is much better than the RNG-based spike damage of avoidance. Steady manageable damage lets the healer use cheap heals on you more often. With avoidance stacking, you might be at full for a while with a lucky string of dodges and parries, and then take 5 unlucky full-damage hits in a row, at which point the healer has to use expensive heals to get you back up. The steady reduced incoming damage also allows HoTs to function more effectively. So, for example, if I end up with a tanking piece with dodge and parry, I'll reforge dodge to mastery. I prefer parry over dodge for Hold the Line, so on a dodge/mastery piece I'll reforge dodge to parry.
So currently, at about ilvl 346, my warrior is around 13.8% parry, 9.8% dodge, giving almost 25% avoidance, and 46.25% chance to block. With chance to be missed around 4-5%, that gives me only around 25% chance to take a full-damage melee hit, and with shield block up, I will not receive a full-damage hit. Using shield block at the beginning of a pull then provides a significant damage reduction and healers notice that.
Josin Jan 25th 2011 8:19AM
Stilhelm, you may want to keep your dodge/parry a bit closer. Yes, parry works better for hold the line, but with the approximately 4% discrepancy between your stats, you're actually losing a fair bit of avoidance to diminishing returns. Keep parry higher, but only by a percentage, maybe 2 at most.
I was doing what you're recommending for a while, and I found that by balancing the stats mroe closely, I was able to improve my overall avoidance by around 3%.
MysticalOS Jan 22nd 2011 2:30PM
you seem to be under valuing blood and thunder in a raid build. and dropping hold the line for it is alsoa poor choice, you want both. Heck blood and thunder on heroic halfus alone makes it worth it. nothing like having rend up on halfus, 3 drakes and 8 whelps at the same time, i'm often higher dps than some of our dps players between rend, shockwave, thunderclap and cleaves, and hold the line only making all those abilities crit 10% more cause on that fight hold the line is always up, you're always parrying if you are tanking whelps.
alpha5099 Jan 22nd 2011 2:34PM
I think it's getting to be time to start work on my Prot Warrior. On my main, I've finished up most of the new reps and gotten almost everyone I need from Heroics, now I'm pretty much just running TB dailies and a daily heroic while I wait for my guild to get its crap in order enough that we can start raiding. Honestly I'm a little terrified of tanking the new dungeons, but I think I should at least give some of the low-level normals a shot.
Grokmar Jan 22nd 2011 2:37PM
Any chance at a Prot PvP article?
Karch Jan 22nd 2011 4:56PM
Someone posted a ProtPvP guide in the mmo-champion guide contest.
http://www.mmo-champion.com/threads/817508-PvProtection-Warrior-Life-as-a-living-joke.
Don't know if it's what you want, but it sprang to mind. (note that the period at the end of the URL is part of the URL--not sure if it'll link properly)
darkLogik Jan 24th 2011 2:59PM
@celticman245
There is A LOT more to PVP than pure DPS, just in-case you didn't know. :)
Powatodapeople Jan 22nd 2011 2:49PM
As for the mobility of a warrior tank, I'd like to comment that during the atramedes fight in BWD, our warrior was the first to get targeted by the flames in the air phase. With the combinations of his heroic leap, intervene, and outside buffs such as Body and Soul, he was able to kite the flames for the ENTIRE air phase and we didn't have to hit the armor/gong. That amazed me
NighttimeApparition Jan 22nd 2011 2:52PM
Every time I read one of your columns it makes me want to break out one of my lowbie warriors (an undead and a Troll) to try tanking some more dungeons. The trouble is that I don't remember dungeons very well. I get lost, pull adds that people usually avoid, etc.
I usually don't 'wipe a party' but I do tend to annoy people.
I've healed from vanilla content through wrath, without much difficulty, because the healer follows the party around and primarily worries about the same 4 targets. For a tank though, you have to be aware of all the mobs, your party, what you are doing, what the mobs are doing, and what the other party members are doing.
Maybe I'm just a fail tank, but there are times when that is too much for me. Not that I wasn't able to tank some Heroics in Wrath, but even then, I stuck to the dungeons I KNEW well enough because I'd ran them as DPS dozens of times. Often it felt more like WORK than fun.
So, for the people who can tank regularly and effectively, I salute you. (and heal you.) You make my dungeon runs much more enjoyable.
Rob Jan 22nd 2011 4:21PM
Leveling prot warrior is not bad. I think its alot of fun> I think i will seriously have to dust off my 50ish warrior and powerlevel him at least to wraith content. Warriors are pretty OP, and the vanilla dungeons are really easy (like really really easy). Plus you get some fantastic rewards. I strongly recommend people do at least one dungeon every 10 levels, chances are you will get a few blues and a few dungeon quests out of it (fat xp), and that makes alll the difference. My warrior is in full blues/heirlooms and is an absolute beast, nearly unkillable. Sure you'll have the usual retarded dps, but try not to sweat it and have fun. Things aren't that serious below level 80.
Daynthebold Jan 22nd 2011 4:20PM
Just keep a few ground rules in mind while tanking and you'll probably never annoy anyone except the "gogogogo" crowd:
1. Kill, silence, or CC the ones in the dresses.
2. Turn melee and dragons away from your group.
3. Don't stand in the fire (although sometimes as the tank you're supposed to eat whatever the boss or mob dishes out)
4. Have fun!
AlmtyBob Jan 23rd 2011 4:43AM
My main is a Prot Warrior and my alt is a Resto Shammy. Because my main is a tank I generally learn a dungeon from tanking and then heal it later. I actually tend to learn a lot more about a dungeon from healing it than from tanking it. I can see which mobs are casting what easier, which mobs do the most damage, exactly what each debuff does, and which parts are really tough on healers so I know when to pop tank cooldowns. I'd definitely recommend every tank have an alt healer just for the experience.
thpthpthp1 Jan 22nd 2011 3:14PM
I have a weird offtopic question for my fellow warriors. Would the teir 2.5 5 set bonus (increased Thunderclap dmg by 50%) make Thunderclap usefull in any single target situation for a Arms Warrior?
Enkylanos Jan 22nd 2011 11:11PM
No matter the set bonus, T2.5 wouldn't be worth it because of the raw lack of stats ... unless of course you're talking level 60 cap (?).
thpthpthp1 Jan 25th 2011 8:14AM
Ya, lvl 60, had a friend who temporary reactivated his vanilla acc before getting bored and giving it to me. Being that I already had a 85 warrior I twinked his warrior out some.
rotny Jan 22nd 2011 3:36PM
I love prot war right now. I feel powerful and in charge, just the way tank should feel mwahahaha.
Would love to see TC apply Rend via thunderstruck/blood and thunder though.
Josin Jan 25th 2011 9:10AM
I'd settle for Heroic Throw to apply Rend rather than Sunder Armor.
Jabadabadana Jan 22nd 2011 3:57PM
I was looking at the spec you offered, and realized that in mine, I drop all of war academy for points in blood and thunder, and managed to take vigilance.
I find that Incite with all its awesomeness, allows me to not take war academy. (I think one might almost be able to make the same case the other way around, considering we run less than 10% crit raid buffed)
Vigilance may be less than stellar for 5mans, but anything in which you have another tank, it's awesome. Whether as extra vengeance or a constant taunt uptime, it helps tank swaps, damage output, threat, etc. Pair that in for times when your target is dead and you can swap to battle stance for extra output, I find it too good to pass up.
On a side note, @Oldbear: I really hate the look of the current set. I'd rather wear the gear that looks like DK tier. I may be a sucker for the undead dragon motif though, and not for giant underbites.