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 2 of 3)
Faith-lb Jan 22nd 2011 4:20PM
I have one critical note in your prot warrior post , while it is an excellent read I just have to point 2 things out
"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
"I've played with a Blood Craze tanking spec, but I don't want to give up Blitz and Incite to get it. "
I realise a lot of the talents for a prot warrior is down to flavor , but if you really think survivability > anything else then blood craze is pretty awesome for that ,sad tho that they didnt keep the original amount of 7.5% from beta , but I guess thats OP lol.
My personal set up is like this : I try nowadays to take the socket bonus , for red gems I generally get expertise/stam for yellow sockets I get mastery/stam and for blue just plain old stam. Yea I still gem some stam , because simple , there are plenty of hits you cant avoid (thinking more magical damage then anything else) and I dont know about healers in general , but my healers generally have a good grasp of the fact that you dont need to be at 100% always during a fight. Again , its a flavor thing and a personal opinion. Its so great prot warriors really can feel different from 1 spec to another.
Also ,
I reforge dodge to mastery always , unless mastery was already on gear then dodge goes to hit/expertise , Parry can stay on my gear the way it is but I dont reforge/gem for it especially , but with hold the line talent its great for the increased crit + crit block
Reforging is so nice.... I am currently at 53.65% block with 33.65% critical block
Josin Jan 25th 2011 8:33AM
If you're focusing on hit, you're wasting stats currently. With the way Vengeance scales, threat will not be a problem, even with a hit rating of 1%. Vengeance has trumped any concerns over expertise or hit caps in current content, unless you're vastly outgeared by your DPS. (Not sure that you CAN be vastly outgeared yet, really.)
Eisenzwerg Jan 22nd 2011 4:25PM
I'm leveling my Prot Warrior alongside my wife's Arms Warrior. We've hit Outland and should finish that quickly. We've done exactly TWO instances- Dead Mines and Stockades- which we were outleveled for, so they were easy.
Once we hit Northrend, I plan on introducing her to the instances there, as I've more experience with them, having run through as a Hunter, Death Knight, and Rogue.
At this point, I'm just using Str/Stam gear, mainly from questing.
Is there any advice for an up and coming Prot Warrior?
matthewggrammer Jan 22nd 2011 9:31PM
Read the column.
Stephanie Jan 22nd 2011 4:30PM
Dear Mr. Rossi,
Now that the Dungeon Finder has made leveling from 10 as Protection viable (perhaps even desireable) for the young ones and Cataclysm has hit so hard it shook 20 points off of our talent trees, what is the possibility of getting a Protection at Low Levels guide?
Thank you.
Popillia
Zalvi24 Jan 22nd 2011 5:58PM
i been trying to look for a good macro for my tanking that will activate shield block and then shield slam, i've tried /castsequence [harm] reset=6 shield block, shield slam. this will use sield block and then shield slam, but when shield block is on CD it wont let me cast shield slam, is there any way i could make it to work that way?
Baba Jan 22nd 2011 6:25PM
How about hitting the Shield Block button... and then hitting the Shield Slam button?
I can't imagine any situation where you would be so unbelievably busy that you can't do it yourself. In my opinion, the more stuff you macro as a tank, the less versatile you make yourself, and your performance decreases as a whole
matthewggrammer Jan 22nd 2011 9:34PM
#showtooltip Shield Slam
/cast Shield Block
/cast Shield Slam
cidninja Jan 22nd 2011 6:19PM
please stop gearing for hit and expertise, and please stop advising other people to. it is 100% unnecessary. thanks to vengeance you could easily tank with 0 of each stat. all it takes is a few seconds of getting hit to build it up, and you've got your lead for the rest of the fight.
going out of your way to get threat stats is just wasting survivability on nothing. the only exception is if you need to be hit capped for interrupts.
matthewggrammer Jan 22nd 2011 9:38PM
Or taunts. Or removing magics. Maybe debuffing entire groups of adds via Demo Shout.
Or just hitting the target without throwing off your entire f-ing rotation.
Or adding 1k+ dps over the course of a 6 minute boss fight. That's 360,000 damage.
Or maybe, just maybe, because missing your first 3 attacks is enough to get a raid member plastered to the floor, and you sure look like a dick.
cidninja Jan 22nd 2011 10:23PM
taunts can't miss anymore.
dispelling isn't our job. honestly i have to be careful NOT to dispel usually, so a mage can do it instead.
missing a demo shout on a few adds won't kill you.
adding dps is cool i guess, but then again, just play a dps class if that's what matters to you. tanks already do good dps now and it's because of vengeance, not because of hit and expertise.
you look like much more of a dick if it's you plastered on the floor instead, and then the boss kills everyone else. get your priorities straight. if you do somehow miss your first 3 attacks then you taunt and keep it moving, and nobody should die.
LittleHamster Jan 24th 2011 4:39AM
Like cidninja said, taunt can't miss anymore. There is no problem with threat at all thanks to vengence. Without gemming/gearing for hit/expertise, I can hold threat even blindly spamming 123 without any care on rotation on Maloriak, as I am on that 1s interrupt for adds. The only reason I would concentrate on hit is not to miss interrupts if you are assigned to very important interrupt duty. Like p2 in Nefarian. (Even Maloriak doesn't matter much I found as missing one means I can just interrupt the next. I try to release the 9 close to the start of green phase).
Josin Jan 25th 2011 8:36AM
So much downvoting for someone who's 100% right. Sheesh.
JT Jan 22nd 2011 10:19PM
Just curious: what set of boots is your tauren wearing? As far as I can tell, there's no 359 tanking boots that match the warrior set. Did you buy the dps boots with valor and reforge?
Killik Jan 23rd 2011 11:55AM
They are the rep boots from Wildhammer/Dragonmaw Clan.
Lewis Jan 23rd 2011 2:17AM
Expertise is still worth having at the soft cap because yes maybe in heroics u can afford to miss a hit but i doubt you'd argue it being OK for a tank to drop aggro at any time in a 10/25 raid as it will more often than not lead to unnecessary deaths/bad positioning/and just overall panic. Being hit capped is more desirable if you raid 10 mans and people rely on you to hit all of your assigned interrupts (yes, tanks are supposed to do this now). However if you run solely 25 man raids then u don't hit at all (interrupts can be covered by others). Right now I'm sitting on 26 expertise and 1.11% hit and no one will touch my threat. Without the need to be hit capped we're enabled to boost other stats such as mastery/parry (although dodge can't be ignored due to DR).
Expertise = best threat stat. Hit = only needed for guaranteed interrupts. Mastery = our best mitigation stat (steady but lower damage over time and not dependent upon RNG) Parry = better than dodge if you spec into Htl, however due to DR u still wont to keep them roughly balanced
Alf Jan 23rd 2011 1:31PM
i completely disagree. I havent concerned about hit and expertise in my tank warrior, i just have what my gear give me of those stats, which is almost nothing. I havent had problems in 10 man raids with threat so far. I even do more threat than the pally i team up if i stick to rotation. Do u know where do i have problems with threat? In heroics, where dpsers think they can attack at the same time i pull. Since I just need my daily heroic for VPs and usually guildie run, i dont care at all about gemming/enchanting for those stats.
Lewis Jan 24th 2011 1:29AM
@Alf
Played around with it last night and agree with you now, neither expertise or hit is particularly important atm (unless youre expected to hit interupts which, if so, must be soft hit capped). What i should specify though is this build is for a particular kind of tank - a tank in 25 mans. 10s its hoped a prot warrior is soft hit capped and in heroics maybe more of a aoe build is prefered.. Alot of people don't realize that unlike Wotlk threat is no longer an issue for (most) tanks due to vengeance.. It goes agaisnt the grain to not bother with either but the benefit of doing so is huge.. it means u dont have to sacrifice mitigation stats for threat ones.. no need for exp/hit = less sacrificed stam (through gems), and less sacrificed parry/dodge/mastery (through reforging/chants/gems)
Josin Jan 25th 2011 8:42AM
If your DPS aren't handling interrupts, they're not doing their jobs properly.
As for "threat stats"... they're pretty much meaningless for us at the moment. I went from being hit/mastery capped to being well below both stats, and the only thing I noticed was that my threat lead went from "Godlike" to "Still Uncatchable."
nickbootyman Jan 23rd 2011 2:14PM
My take on tanking is very similar to a previous poster
expert and hit are a absolute must have at the magic number (26/8%) once those are reached I dont bother, and I would rather be a little under than a little over on hit.
stam
as for defensive stats....
Stam is key for the simple facts once you are in raids there is no avoiding hits ALL the time and when a boss hits your for 80k+ it is essential that you can not only take that hit and still be alive but take that hit and another one right after without dying. I sit at 175k+hp depending on the buffs I have. This is with really good gear but easily attained.
mastery Is the next stat that is key I gem mastery / stam or just stam after i make sure i have my meta bonus.
Parry > dodge for the HtL trait
right now i sit with 12% parry and 10% dodge with 51% mastery rating.
I know people don't want to hear it but Stam is huge when it comes to raiding, as one poas above stated you are not expected to be at 100% life the whole time, so if 80% is 150khp that is a good thing for the healers. A great example of why stam is important is the magmaw fight where he munches the tank. There is no avoidance for that type of event HP is the key. I prefer a consistent help rather than a RNG help.
so in conclusion
hit/exper = a must
stam>mastery>parry>dodge.