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Bad Taste Annektoden Knoversation Anglizism und Asoziationen
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Izhak Low Spammer

Joined: 07 Jun 2007 Posts: 100004
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Posted: 22.01.2008, 11:07 Post subject: Protection Warrior |
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Ich weiß, für manche ist's viel Text...
ich erwarte gar nichts...
aber eventuell gibt's dem ein oder anderen Tank etwas Inspiration.
http://elitistjerks.com/f31/t18771-protection_warrior/
Ich hab's zumindest damals für Fleischild gelesen xD _________________
[23:25:28] (Riot|Sospita) morgen log ich ein und seh plötzlich aus wie izhak |
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FragCool Low Spammer
Joined: 03 Apr 2007 Posts: 100003
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Posted: 22.01.2008, 11:13 Post subject: Re: Protection Warrior |
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Wie üblich... kannst mir den Text kopieren, dann lese ich es mir mal durch _________________ Einmal raiden ohne sich jeden Buff erstreiten zu müssen... |
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yonk ruf mich an ! Sven F. Lünen Tel :
Joined: 06 Jun 2006 Posts: 100075 Location: Lünen
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Posted: 22.01.2008, 11:22 Post subject: |
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Contents
I. Introduction
II. Frequently Asked Questions
III. An Introduction to The Protection Warrior class
IV. Basic Stats
V. Armor
VI. Defense and Avoidance
a. Defensive stance
b. Avoiding the crit
c. Understanding the Combat Mechanics of WoW
d. The crushing blow
e. The Exponential Returns of Avoidance
VII. Hitting the boss
a. Weapon Expertise
b. Hit rating and spell interruption
c. Parry Mechanics
d. Boss avoidance
e. Taunt and Focus Mechanics
VIII. Maximizing your threat – Rotations and Decision making
a. Threat from your abilities
b. Rage generation
c. Skill Rotations
d. Decision making
IX. Maximizing your Mitigation – The Defensive Style
a. Talent Selection
b. Skill Decisions
c. Itemization
d. Rings and Trinkets
X. Maximizing your Aggro – The Aggressive Style
a. Talent Selection
b. Skill Decisions
c. Itemization
d. Rings and Trinkets
XI. Weapon Enchants
XII. Armor Enchants
XIII. Gem selection
XIV. Consumables
XV. The Windfury Totem (vs GoA).
XVI. Raid specific buffs
XVII. Raid specific groups
XVIII. Professions of the Protection Warrior
XIX. A List of Bosses, and Recommended Style
XX. Tanking Macros
XXI. GUI
XXII. News
XXIII. Changelog
XXIV. Thanks
I. Introduction
This guide will be a compendium of knowledge concerning protection warriors. Much of this guide is designed for the purpose of the Main Tank role. This guide is designed for PvE and raiding purposes.
I have done my best to collect as much information on all of the important topics that relate to protection warriors. There is however, a large amount of information on this subject. Furthermore, this post will be a work-in-progress. This compendium will be continually updated as patches and hotfixes alter the class. There are a few sections in this guide that I know need refinement, but I want to simply release it now.
This guide is broken up into several sections. Some of the information will overlap between sections as there is no way to concisely define each key topic. The best way to use this guide is to look through the Contents at the beginning of the post, and find the section or subtopic that best relates to the information that you are looking for.
Itemization is a hugely important issue for the Protection Warrior. However, as Protection Warriors, you will sometimes need to maximize your threat, and other times maximize your mitigation – two styles which are not often at parity. Therefore, there are entire sections dedicated to talents and itemization related to a defensive minded maximum-mitigation warrior, and another section for the aggressive threat-heavy warrior.
In a number of places in this compendium there will be math involved. Many of these equations are the result of hard work of other individuals. This guide would not exist if it were not for the hard work of so many other individuals who gathered the raw data used to create the equations contained herein.
As Dukes mentioned in his feral-cat guide, I’d like to also preface this article by saying that there will be some opinions made below. I will try to be as objective as possible, but sometimes math must give way to practicality and reality, and sometimes opinion. Just be aware of this, and I will try to limit my own prejudices within each topic. As Edgewalker said to me when I was making this guide, “there is a lot of opinion when it comes to tanking.” It is possible that your opinion may not agree with mine, therefore feel free to post anything that you think might contribute to this guide, as I will include any piece of useful information.
II. Frequently Asked Questions
First of all, do not PM me asking questions regarding Protection Warrior gear/advice/etc unless you have thoroughly read through this article, making sure your question is not already contained within.
1. What is the best talent spec for a Protection Warrior?
The answer to this question is: it depends. If you run a melee heavy group, you may want to use curse of recklessness, this means an improved form of attack power reduction would be prudent. Either through a warlock, druid, main tank warrior, or offtank warrior, someone should have this ability. Therefore, your spec depends on that of your team. This issue is addressed in each of the talent spec questions of the various styles of warrior: Max Mitigation and Aggressive.
2. How do I increase my TPS?
Read sections VII, VIII, and X.
3. I die too often, what advice might you have to stop this?
Check out the Boss specific guides – and look at section V, VI, and IX. If you are dying, you may need to sacrifice some potential threat through gear and talents, for overall mitigation.
III. An Introduction to The Protection Warrior Class
This chapter will be almost entirely opinion – so you can skip past it if you don’t want to hear that.
The Main Tank (MT) of any guild is arguably the most important character in a raid. There is no other position or class that is as frequently in the situation where just one simple mistake can cause an entire raid to wipe, potentially ruining an entire guild’s week. Your gear is arguably the most important, your decisions are critical, and having a breadth of knowledge is incredibly valuable to the raid. I have seen guilds improve from average guilds to stellar guilds simply through a change of their main tank. This is not merely my exaggeration. A good tank, a good offtank (OT), good players, and so on is critical to your guild’s success. It has been this way from Everquest, through Four Horsemen, to today with tanking each phase of Illidan.
To this end, as a protection warrior or main tank, it is your responsibility to be prepared. These are some suggestions to min/max your time as a protection warrior.
* If your guild does not provide consumables, either work on them yourself, or work with your leadership to instate a program of donations to provide these for the tanks.
* Know the boss abilities ahead of time – and perhaps speak with your raid leader regarding strategy so that you can mentally work out what you will be doing.
* Know how to maximize your threat. Don’t just mash buttons mindlessly because it has “worked in the past…” that type of reasoning is nonsense.
* Maximize yourself as a tank and a contributor to the raid. This means wearing the right gear, and not letting a better trinket for the situation sit in your inventory due to ignorance.
* Don’t mess with your spec unless you have the gold to go back when it is raid time. Even if it is your character, nothing pisses off a raid more than to hear their MT is currently wielding Mortal Strike, because he had to PvP. If you’re showing up to raids with MS as the MT during progression mode, perhaps rethink your position in the raid. Setup something with the guild bank, or other PvP’ers in your group if necessary to pay for respec fees. Appropriate talent specs are not a small thing when it comes to tanking.
* Come up with a source of gold funding, preferably not through your own professions – your professions are usually better served to tank with. Use an alt to mine, use an alt to jewelcraft for gold. But no matter what, make sure you have a lot of gold as a protection warrior, because your repair bills will always be higher than the rest of the raids – either through more deaths, or higher ilevel and durability cache of items.
* Losing a main tank is a huge blow to guilds. Do your best to prepare your raid for if you’re going to have a real life change, or jump ship to a shiny new guild.
* Being the main tank doesn’t mean you should be arrogant, or an asshole to your guild, or not listen to your raid leader.
* Love your healers, and work with them… never yell at your healers unless you are also the raid leader and it is an issue of improvement. Even then, probably shouldn’t yell at the healers. Competent healers will make you a better tank, and vice versa. Try crossing the barrier and communicating with them.
* Consider having another member of the raid lead the raid. I have raid led as a shaman and a main tank. There is no comparison. It is easier to raid lead as the shaman. Main tanking while raid leading befuddles the mind, and will sometimes lead to confusing and incoherent comments. Have the angry enhancement shaman do it.
Lastly, remember that you are one of the first individuals to die in most situations. In Everquest the warrior would usually hold on to the mobs while the rest of the group made an escape, losing experience for the sake of others. Don’t get angry when this happens. A protection warrior’s death is often the benchmark of where and when mistakes happen during progression. It is usually the accumulation of larger issues such as placement of players, healer mana, lack of focus/confusion, or inadequate gear. Make sure that you understand why you died, and make sure as a protection warrior that you have a working combat log that is readable and filtered in order to assist the raid leader as much as possible with what was happening on your end.
IV. Basic Stats
(assumed level 70)
Strength (str):
1 str = 2 attack power (AP)
20 str = 1 block value
Vitality increases strength by 10%
Agility (agi):
1 agi = 2 points of armor
33.0 agi = 1.0% crit
30.0 agi = 1.0% dodge
Stamina (sta):
1 stamina = 10.0 HP
1 stamina = 10.5 HP with max vitality (or for non-vitality Tauren warriors)
1 stamina = 11.0 HP with max vitality for Tauren warriors
Vitality increases stamina by 5%
Intelligence (int):
Int does nothing.
Spirit (spi):
Spirit increases out of combat health regeneration (barely)
All ratings will display as many significant figures after the decimal as I am certain of (for instance 2 significant figures: 0.12). When known, all significant digits are shown.
Hit rating:
15.7692 hit rating = 1% hit chance
In addition to improving your melee hit rate, hit rating improves your chance to land taunt, and challenging shout; it is currently assumed that hit rating it improves your chance to land a taunt at 15.77 hit rating per percent.
Critical Strike rating:
22.0769 critical strike rating = 1% critical strike chance
Haste rating:
15.77 haste rating = 1% weapon haste
Expertise rating:
3.9423 expertise rating = 1 expertise
Each point of Expertise will reduce the target's chance to dodge and parry your attacks by 0.25%.
The orc racial provides 5 expertise when using axes.
The human racial provides 5 expertise when using maces, or swords.
Defensive rating:
2.3654 defensive rating = 1 defense skill
1 defense skill changes the following by 0.04%:
* Increase chance to block
* Increase chance to dodge
* Increase chance to parry
* Increase chance to be missed
* Decrease chance to be crit
* Decrease chance to be dazed
See section VI for more information on defense.
Dodge rating:
18.9230 dodge rating = 1% to dodge
*See section VIb for a derivation of your base dodge rate.
Parry rating:
22.4 parry rating = 1% to parry
Shield Block rating:
7.8846 shield block rating = 1% chance to block
Resilience Rating:
39.4231 Resilience Rating = 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes
Resilience is mostly a PvP stat, so it will not be discussed on its own in this guide.
Armor Penetration
Much of the discussion of this stat will be outside of the realm of this compendium as most tanking warriors will not use armor penetration.
A post by Kalgan states that 1000 armor penetration for a DPS warrior will net roughly a 6.04% DPS increase. This means roughly 150 armor penetration will net a 1% increase in DPS. This correlates to approximately 0.82% more threat.
Armor penetration is relatively stronger on lower armor targets.
Armor
Armor is a non-linear tool for mitigation
The equation to determine damage reduction from armor is:
Read more about armor in section X
V. Armor
Armor is your first line of defense against physical attacks. Armor does nothing for magic based attacks (unless they are considered a physical spell, such as hateful strike).
Armor discussions sparked the first major theorycrafting discussion that I am aware of for the game World of Warcraft. There is an important thread on this topic, started by the leader of Conquest: Itzlegend, found here.
The title of this topic was: Warriors, there is no armor cap. This topic was written for level 60 warriors, when there was no way to hit the actual armor cap.
The point of the article was that even though it appears as if you are obtaining diminishing returns on your damage reduction per point of armor, you actually do not lose a significant amount of efficiency by adding more armor due to exponential returns. Itzlegend told warriors to achieve a level of stamina that would allow them to survive a worst-case-scenario, and then stack on the armor.
Here is how it works:
At level 70, against a level 70 this can be simplified to read:
At level 70 against a level 73 (boss) NPC, this equation becomes:
The maximum amount of physical damage mitigation is 75% through armor. Solving for the armor against a boss NPC with DR% = 75%, gives us an armor value of 35880, which is the true armor cap. Anything beyond this value will be wasted unless the character has an armor reducing ability, such as sunder, applied (which is almost never).
The following graph shows what appears to be diminishing returns on DR% versus armor.
Indeed it takes less than 1000 armor to achieve the first 5% of damage reduction, and nearly 8000 armor to achieve the last 5% of damage reduction. When Itzlegend claims there is no armor “cap”, he is actually saying there are no “diminishing returns” (or at least they are smaller than expected). Why does Itzlegend make the bold claim to not stop stacking armor at the cost of other stats (namely avoidance and STA back in MC)?
The answer is due to the fact that each point of damage reduction becomes exponentially more important than the point before it.
If you have 0% armor and take a raw 1000 point hit, you will sustain 1000 damage.
If you have 50% armor and take a raw 1000 point hit, you will sustain 500 damage.
Now, increase both situations by 1%.
If you have 1% armor and take a raw 1000 point hit, you will sustain 990 damage.
If you have 51% armor and take a raw 1000 point hit, you will sustain 490 damage.
In both cases, you have reduced your damage by 10 points. However, in the latter case you improved your relative damage reduction by 2% by increasing your damage reduction by 1%.
This may not seem to matter, but you cannot look at hits from the raw baseline amount and compare them. You don’t worry about raw 30,000 point Archimonde hits, because you’re going to be wearing enough armor that you will likely only be hit for a maximum of 9,000. It is the improvement of that baseline, or where you were prior, that is your true improvement due to armor.
Relative Damage Reduction
There are two ways to look at relative damage reduction. One is as a function of mitigation percentage, the second is as a function of armor. The second is much more complicated, and will be addressed second.
Damage Reduction as a function of mitigation percent
The equation for relative damage reduction as a function of mitigation percentage is:
\text{relativeDR}=\frac{1}{1-\text{DR\%}}
Plotting this:
What this graph is saying is that 1% mitigation near the 75% DR cap is roughly 4 times as valuable as it is when you have 0% mitigation.
Another way to think about that is that at 75% reduction, you are reducing your damage by 4.
A mob hits an unarmored player for 100
A mob hits a 75% DR player for 25
Improve both by 1% DR:
A mob hits the unarmored +1% player for 99 – a 1% improvement from before
A mob hits the 76% DR player for 24 – a 4% improvement from before
Take this to the extreme. At 90% DR, 1% more DR would decrease your relative damage taken by 10%. That 100 point hit would be reduced from 10 down to 9.
At 100% DR, you take 0 damage. You are invincible. The exponential has reached infinity for the value of relative damage reduction (RDR).
The last few points of DR are incredibly important.
Another way to look at this issue of relative damage reduction is to consider your healers.
Say you are in a situation where you have 50% DR from armor, you are taking only physical attacks, and your healers are healing you for 1000 hp/s.
If you increase your DR by 1%, you now have 51% DR. You healers will now only heal you for 980 hp/s, a 2% improvement. The healers burden is changed in a manner directly proportional to your relative damage reduction! NOT your damage reduction. Hopefully this drives home the key point. In practical use, armor is king.
A 1% damage reduction increase at 66% DR, means roughly a 3% lower burden of healing on in an all-physical situation.
Note that defensive stance multipliers do not change this – as multiplication is associative.
Furthermore, armor-based damage reduction is absolute. Unlike avoidance, it can always be relied upon.
If you are tanking a mob that hits for 100,000 damage:
a. If you have 99% mitigation and 0% avoidance, you will be hit every swing for 1,000 damage.
b. If you have 0% mitigation and 99% avoidance, you will be hit almost never for 100,000 damage.
However, the boss will always get lucky, and do its worse case scenario. Armor is the only certain way to guarantee basic (non-crushing) attacks are reduced in damage. This is not to say avoidance is worthless – but that you should not devalue armor haphazardly.
It should be noted here that resist rates follow the same exponential returns as relative damage reduction. One huge advantage to resist gear is that there are no diminishing returns for the baseline mitigation percentage as there is with armor. This will be discussed in a later section.
Damage reduction as a function of Armor
Here is how one calculates their relative damage reduction as a function of armor:
(This section will involve some calculus, part of the following is contributed by Emrus)
The formula for damage reduction against a lvl 73 boss is:
This formula for the relative reduction is:
\text{RelativeDR\%}=\text{100\%}-\frac{\text{100\%}-\text{New DR\%}}{\text{100\%}-\text{Old DR\%}}=\frac{\text{New DR\%}-\text{Old DR\%}}{\text{100\%}-\text{Old DR\%}}=\frac{\Delta\text{DR\%}}{\text{100\%}-\text{DR\%}}
However we don't get the same ΔDR% per armor as our armor increases. In order to figure out the relative DR as a function of our armor, we need to take the derivative of the armor equation. What is the change in our armor equation, as a function of armor? We want to look at even the infinitesimal changes in armor. The equation of a derivative is as follows:
\large f^\prime(x)\ = \lim_{\Delta x\to0}\frac{f(x+\Delta x)-f(x)}{\Delta x}
And this is the change that what we are looking for for any particular value of armor, where armor equals X.
On to the calculus:
\Delta\text{DR\%}=\frac{d}{d\text{(Armor)}}(\text{DR\%})=\frac{d}{d\text{(Armor)}} \left(\frac{\text{Armor}}{\text{Armor + 11960}}\right)
Where armor = x for d/dx:
\frac{d}{dx}\left(\frac{x}{x+\text{11960}}\right)=\frac{\left(x+11960-x\times\frac{d}{dx}(x+11960)\right)}{(x+11960)^2}
=\frac{(x+11960)-x\times1}{(x+11960)^2}
=\frac{11,960}{(x+11960)^2}
\Delta\text{DR\%}=\frac{11960}\left({\text{Armor}+11960\right)^2}
Insert the result into the appropriate formula and get:
\text{RelativeDR\%}=\frac{\Delta\text{DR\%}}{\text{100\%}-\text{DR\%}}=\frac{\left(\frac{11960}{(\text{Armor}+11960)^2}\right)}{\left(100\%-\frac{\text{Armor}}{\text{Armor + 11960}}\right)}=\frac{100\%}{\text{Armor}+11960}\times\Delta\text{Armor}
Here is a graph that shows the relative damage reduction as a function of armor. Note the diminishing returns, albeit not extreme. This graph assumes a delta X of 100 armor. The units for "relative DR" are completely arbitrary. I have normalized the equation to make the graph look nicer. (scalar = 119.6, corollary)
Including these infinitesimal points due to calculus actually makes the math for calculating relative DR worse by *about* a square factor. This means that it takes roughly 16 times as much armor to gain a point of DR at 75% armor as opposed to 0% armor - whereas you might expect only 4 times as much armor, since the gains in mitigation are about 4 fold.
At 50% it should be 4 times as much armor needed for a point of gain versus 0% armor, but each point of gain is only double that of 0%.
The graph above shows this quite well. In a way, this graph is a combination of the graph of Damage Reduction vs Armor, and Relative Damage Reduction vs Mitigation (or Damage Reduction).
It just turns out that the requirement for additional armor per point of mitigation beats out the relative gains.
One should note that this graph says that the first points of armor are relatively more valuable to caster classes and those in this range. For a protection warrior, you'll mostly live within the relative gains section between 15000 and 35880 armor, so your diminishing returns act "nearly linear."
For instance:
Your gains are still relative to your armor location though, so simply zooming in like this can be misleading, just be aware of that.
Therefore, Itzlegend had it right with his original comment:
Originally Posted by Itzlegend
That said, there is SOME diminishing returns to armor. It his however, extremly small and basically negligible.
VI. Defense and Avoidance
VI a. Defensive stance
Warriors in defensive stance mitigate an additional 10% of all incoming damage. Warriors with the improved defensive stance talent mitigate an additional 6% of spell damage.
This reduction is multiplicative: 100*0.90*0.94=84.6 or 15.4% spell damage reduction
The law of associative multiplication says that it does not matter if you apply these percentage damage reductions before armor and other mitigations, or after.
Warriors in defensive stance generate 30% additional aggro. This stacks multiplicatively with Defiance, which offers a 15% increase in threat in defensive stance.
130% * 115% = 150% threat
VI b. Avoiding the crit
One of the firsts tasks for a protection warrior is to become “uncrittable.”
Here are the facts:
2.4 defensive rating = 1 defense skill
1 defense skill changes the following by 0.04%:
* Increase chance to block
* Increase chance to dodge
* Increase chance to parry
* Increase chance to be missed
* Decrease chance to be crit
* Decrease chance to be dazed
You need to achieve 490 defense.
That is 140 extra defense (this may include the anticipation talent), or 336 defense rating at level 70 over your natural base of 350 defense. You may mix defense and resilience to achieve the same goal. Bear in mind that 39.4 resilience rating is equal to a 1% crit reduction, and may be substituted for 60 defense rating, or 25 defense. However, because defense also contributes in other areas detailed above, defense will always be superior point-for-point in item budget over resilience in a PvE situation.
Bear in mind that decimals on the character sheet are rounded up. So if you have 489.1 defense it will be reported as 490 defense. Make absolutely certain that you are crit immune by having either 336 defense rating, or having 491 or greater defense.
Your base dodge rate
\text{Dodge\%} = \text{Base dodge}+\frac{\text{AGI}}{30}+\frac{\text{Dodge Rating}}{18.930}+{\text{Talent and Race contributions}}+{(\text{Defense skill}-\text{Attacker's attack skill})} * 0.04)
Base dodge for a warrior = 0.75%
Dodge rating = 0.0
Defense skill - Attacker's attack skill (for even level) = 350-350 = 0
Talent contributions: 0
Race contributions: 1% for night elf, 0% for everyone else.
AGI contribution = AGI / 30
So for example, for my Tauren warrior against an even level NPC:
\text{Dodge\%} = \text{Base dodge}+\frac{\text{AGI}}{30}+\frac{\text{Dodge Rating}}{18.930}+{\text{Talent and Race contributions}}+{(\text{Defense skill}-\text{Attacker's attack skill})} * 0.04)
\text{Dodge\%} = 0.75+\frac{91}{30}+\frac{0.0}{18.930}+{0.0}+{(350-350)} * 0.04)=3.78333
The character sheet ROUNDS UP all numerical values, so it will report as 3.79% dodge.
So your base dodge, naked, is really just 0.75% plus your AGI/30. Your base AGI at level 70 is dependant on your race.
NPC Attack Tables
A warrior with no bonuses to defense or avoidance will be hit with the following result (ASSUME TAUREN):
Even-level NPC Versus a Player:
Miss: 5%
Dodge: 3.79%
Parry: 5%
Block: 5%
Crushing Blow: 0%
Critical Hit: 5%
Hit: 76.21%
Now, bosses are level 73. They gain 3 level of weapon skill. This increases their chance to hit, neglect dodge, neglect parry, neglect block, crit you by 0.2% per level (or 0.6% total).
Bosses also gain 15% chance to crush when they are effectively 3 levels above you. The new table becomes:
Boss Versus Player:
Miss: 4.4%
Dodge: 3.19%
Parry: 4.4%
Block: 4.4%
Crushing Blow: 15%
Critical Hit: 5.6%
Hit: 63.01%
Obviously this is a much more dire situation for the player, but this also explains why a warrior needs 140 defense, and not 125 defense to become crit immune. You need to reduce your chance to be crit by 5.6%, not 5%.
Our level 70 tank, with 140 defense against a boss now looks like this:
Boss Versus a Player:
Miss: 10% (The character sheet will show 10.6%, but that is for even leveled opponents)
Dodge: 8.79% (The character sheet will show 9.39%, but that is for even leveled opponents)
Parry: 10% (same as above only 10.6%)
Block: 10% (same as above)
Crushing Blow: 15% (UNCHANGED)
Critical Hit: 0%
Hit: 46.21%
You’ve just become a much better tank.
One final point, defense rating is one of the best avoidance stats, point-for-point:
1 Defense rating = 0.017% dodge, parry, miss (plus other stuff) ~ 0.05% avoidance
1 Dodge rating = 0.053% avoidance
1 Parry rating = 0.045% avoidance
While dodge provides better raw avoidance, you also improve your block rating, and provide a buffer of gear selection by selecting defense when possible.
VI c. Understanding the Combat Mechanics of WoW
For the purposes of this chapter’s discussion we will only be talking about what happens when an NPC decides to attack a player. The rules change for players attacking a boss.
When an NPC attacks a player, a “1 dice roll” system is implemented. That means everything happens in a single random number generation, and all possible outcomes combine to form the many sides of this one dice.
We call this dice the hit table. The hit table has a maximum range of 100%. Anything that occurs beyond 100% is pushed “off the table.”
The order for pushing something off the hit table is:
Miss -> Dodge -> Parry -> Block -> Crushing Blow -> Critical Strikes -> Hit
Hit is the only variable on the dice. It will expand to fill any empty sides of the die so that there is always a 100% chance of something happening on each roll. The rest of these events have a fixed value based on stats, skills, or talents.
Remember that a sufficient amount of defense will remove critical strikes from the table.
The implications of this 1 dice roll means that if you had 50% dodge, and 50% parry you would not avoid 75% of the attacks in a serial or multiplicative manner, but rather you will avoid 100% of all attacks in an additive manner.
This also means that when you have 25% dodge, you will dodge 25% of your attacks. This does not mean that you will dodge 25% of some attacks. Because the dice is 1 roll, 1 throw, 25 sides of the 100 sided dice will be shaded as “dodge” (in reality the die is probably 10,000 sides allowing for 2 points after the decimal in precision).
VI d. Crushing blows
Crushing blows are the first thing after critical strikes to be removed from the hit table if your avoidance is high enough. In particular, if the entire hit table is filled with parry, dodge, block, and miss, you cannot be crushed.
Protection warriors may take advantage of this fact by using their ability: shield block.
Shield block increases a warrior’s chance to block by 75%. Therefore, the remaining 25% of the hit table must then be filled by other sources of avoidance. However, remember that bosses are 3 levels higher than you, or what your character sheet shows. They negate 0.6% of your dodge, parry, miss, and block (0.2% of each per level difference). This requires a warrior to have 27.4% avoidance from other sources in order to become uncrushable.
This 27.4% is actually achieved by a naked protection warrior who puts 5 points into shield specialization (5% to shield block), 5 points in deflection (5% to parry) and 5 talent points into anticipation (20 defense).
The hit table breaks down to – versus a boss for a naked protection warrior:
Miss: 5.2%
Dodge: 4.59% (Tauren)
Parry: 10.2%
Block: 10.2%
Total = 30.19% (shield block = 75%)
Another look at the same setup:
Your character information sheet will read as follows (vs even level):
Miss: 5.8%
Dodge: 5.19%
Parry: 10.8%
Block: 10.8%
Total = 32.59% (shield block = 75%, taking the rest of the hit table up) – total avoidance of 107.59% (only 102.4% needed)
It follows that if you can increase your base gear level to a high enough level, you can become crush-immune without ever having to hit shield block. This has been done on live servers, and is readily achievable, but often one must sacrifice aggro and mitigation.
You simply need your miss, dodge, parry, and block to reach 102.4% in order to become uncrushable. I do not recommend this strategy to tanks with the current set of gear, unless it is just to be as a gimmick. In terms of crushable avoidance, shield block rating is by far and away the cheapest point to spend on your item budget to achieve crush immunity – this is because it only allows for blocked attacks, and not total avoidance.
VI e. The Exponential Returns of Avoidance
Avoidance gains net exponential returns as your avoidance improves. A 1% improvement in avoidance at 50% avoidance will net you a relative mitigation of 2%.
Taken to an extreme, a 1% increase in avoidance at 99% will yield a relative mitigation improvement of infinity, as you will become invulnerable.
This happens because avoidance rolls are performed on one dice, and are not multiplicative.
The equation which dictates this pace is the same as that for armor’s relative damage reduction. The difference here is that unlike armor, additional percentages of avoidance do not take an ever-increasing number of points of dodge rating, parry rating, or defense to obtain. Do not let this fool you into thinking avoidance is a substitute for armor. You must assume that boss will always get lucky and perform its worst-case-scenario.
The equation is as follows:
X is the relative worth of a point of avoidance.
Within the final 5% more avoidance, the Y value will reach infinity.
VII. Hitting the boss
VII a. Weapon Expertise
Weapon expertise was a feature added in version 2.3 of the live game. It is one of the best stats that a warrior can get for both mitigation and aggro.
Expertise = .
Each point of Expertise will reduce the target's chance to dodge and parry your attacks by 0.25%.
This stat is especially valuable for a tanking warrior since they attack mobs from the front.
Unlike players, NPCs can dodge from any direction, including behind. You can also miss an NPC from any direction.
However, when it comes to parry, you will only trigger a parry by attacking the NPC from the frontal 180 degree cone from which it is currently facing. There are situations where non tanks can cause parries from behind, and this usually occurs when a boss instantly turns to cast a random-secondary-target ability on the raid.
Therefore, due to weapon expertise, tanking warriors get the full effect of both parry and dodge reduction, gaining a 0.5% chance to hit the boss, which will stack with any hit rating they already have. Hit rating reduces your chance to miss, and therefore a capped hit rating will not be impaired by expertise rating which reduces your chance to be dodged or parried. Expertise applies to all abilities a warrior uses that can be dodged or parried (devastate, shield slam, white attacks, etc).
Please see section VII c., for a continuation on the weapon expertise discussion.
VII b. Hit rating and spell interruption
15.8 hit rating = 1% hit.
You need ~9% hit to become hit capped. Therefore 142 hit rating will cap your main hand tanking weapon, and you should not miss.
This also applies to shield bashing. When you are trying to interrupt a cast spell, you will need 9% hit in order to not miss your shield bash. Shield bash, pummel, kick, and various other interrupts cannot be dodged or parried when performed on a mob that is casting or channeling a spell. These abilities can miss.
VII c. Parry Mechanics
When a boss parries your attack, it reduces the default swing timer of the bosses next main hand attack. There are one of three possible outcomes of a boss parrying your attack:
* If the next attack would normally occur within 20% of your weapon speed after the parry, there is no effect.
* If the next attack would normally occur between 20% and 60% of your weapon speed later, it happens 20% of your weapon speed later instead.
* If the next attack would normally occur more than 60% of your weapon speed later, the time until your next attack is reduced by 40% of your weapon speed.
For example, with a 2.0 speed weapon, if a boss’s next attack would normally occur .3 seconds after the parry, it will still happen at that time. If it would normally occur anywhere between .4 and 1.2 seconds after the parry, it instead happens .4 seconds later. And if it were to normally happen 1.5 seconds after the parry, this would be reduced by .8 seconds causing it to happen .7 seconds later.
This can be reproduced by plotting the time between attacks after parrying against the expected time remaining on your swing as seen in this thread.
Because parried attacks by a boss decrease the boss’s swing timer, parried attacks increase the boss’s DPS on the tank. Reducing these parries will not only reduce the total amount of damage you take, but it will do so by reducing burst damage. Parried repercussions occur quickly, and often appear as multiple attacks landing in the same second to the tank. Indeed if enough parries occur in a given period of time, many bosses can yield “unhealable damage” to even the most well equipped tanks.
This is one of the reasons why weapon expertise is so valuable to the tanking warrior. With a base of 5.6% chance to be dodged against a boss, once a player achieves 22.4 weapon expertise they should no longer be able to be dodged. However, expertise is rounded down, partial amounts of expertise do nothing. Therefore, you need 23 expertise or 91 expertise rating to no longer be dodged. Based on personal experience, expertise is huge in reducing damage taken, and increasing threat. It is highly recommended you heavily stack expertise rating.
Parry rate is not as certain. I’m not sure that it is known what the base parry % for a boss is. One guess is that the base parry rate of a boss is 10.6%, but I have no evidence or numbers to back this up other than thousands of WWS parses where tanks were parried roughly 10% of the time. Some people claim that boss parry is as high as 15%. The threat calculator by Punscho assumes parry is 5.6%*2 or 11.2%.
If the boss parry rate is 10.6%, you will need 42.4 weapon expertise, or 168 expertise rating to become parry-immune.
One final issue with parry mechanics is that anyone’s parry will trigger a boss main hand weapon speed reduction. This can be from other NPCs (pets, friendly NPC’s, enemy NPC’s that are attacking your target), or other players. For instance, the following is a log by Sebudai of what happens when Az’galor is attacked from the front by multiple NPC tauren warriors in Mount Hyjal:
24:03.6 Methos's Heroic Strike was parried by Azgalor.
24:03.7 Azgalor hits Methos for 7874 (867 blocked)
24:04.9 Methos's Devastate was dodged by Azgalor.
24:05.2 Methos's Heroic Strike missed Azgalor.
24:06.1 Azgalor hits Methos for 6740 (997 blocked) (1742 absorbed)
24:06.6 Methos's Devastate was parried by Azgalor.
24:07.2 Azgalor attacks. Methos parries.
24:09.5 Azgalor attacks. Methos parries.
24:11.1 Tauren Warrior attacks. Azgalor parries.
24:12.0 Azgalor attacks. Methos parries.
24:12.9 Methos crits Azgalor for 421
24:14.2 Azgalor hits Methos for 7176 (691 blocked)
24:15.0 Tauren Warrior attacks. Azgalor parries.
24:15.3 Tauren Warrior attacks. Azgalor parries.
24:15.7 Azgalor hits Methos for 10247 (561 blocked)
24:15.9 Horde Grunt's Strike was parried by Azgalor.
24:16.2 Horde Peon attacks. Azgalor parries.
24:16.2 Azgalor hits Methos for 9973
24:17.1 Methos dies.
Ouch.
Parry mechanics also imply that any warrior that is not parry immune will actually increase their damage taken if they use windfury totem. This is indeed the case. Combined with the effects of increased armor and dodge avoidance from Grace of Air (GoA) totem, GoA makes for a much better mitigation totem. However, the reality is that windfury totem is often significantly superior in many situations due to other party members, and aggro. But keep this in mind when you need to decrease incoming damage.
VII d. Boss avoidance
Boss avoidance rates can change if the developers decide to tweak any particular stat for a particular boss. Some bosses may block, others may have aberrantly high or low avoidance rates. Some bosses have high armor and/or defense, some have low armor and/or defense.
A normal default boss should avoid the attacks of a naked warrior as follows:
Player vs. Boss
Miss: 9.0%
Dodge: 5.6% (unknown, a best guess)
Parry: 10.6% (unknown, a best guess)
Glancing Blow: 25% (default glancing blow rate against a boss with white damage)
A glancing blow is a reduced damage attack. It was lowered in patch 2.1 to a default rate of 25% for white damage attacks (autoattacks) versus a boss mob.
Yellow attacks such as heroic strike and shield slam cannot glance, therefore they have a 0% glancing blow chance.
Players attacking an NPC also have a hit table, just as NPCs do when attacking a player. But this time it is a bit different. As it was before, the hit table for outgoing damage against a boss is performed on a single dice. Everything is done in a one roll situation. That means if you have a 50% crit rating, you will crit 50% of the time, you will NOT crit 50% of the times that you actually hit. It does not roll for hit, then roll for crit. The game takes a 100 sided dice, and shades 50 sides with crit (again it is almost certainly a 10,000 sided dice in reality due to higher precision).
The range of the hit table is always 100% -- anything that would be "after" 100% is pushed off the table entirely. The order of priority is:
Miss -> Dodge -> Parry -> Glancing Blow -> Critical Hit -> Hit
Hit is the only variable term, and will adjust to fill in the rest of the table as the other entities are fixed based on stats, gear, level, and NPC settings.
Players have a 0% chance to glance their white attacks against NPCs of equal or lower level.
An attack may be blocked by an NPC regardless of if it is a critical or regular hit. Block checks occur only for NPCs that can block, and are performed on a second dice. This is radically different than how your incoming damage behaves.
It is possible for a player to have a high enough critical chance to remove all normal attacks from the hit table. This is sometimes referred to as the "crit cap". You are a tanking warrior, stop dreaming about crit caps.
Here is an example for a tanking warrior with 5% to hit, and 20 expertise (5% reduction of parry and dodge):
Player vs. Boss
Miss: 4% (the player has 5% to hit, and needs 9%, hence he still misses 4% of the time)
Dodge: 0.6% (assuming a 5.6% base dodge, and 5.0% reduced from expertise)
Parry: 5.6% (assuming a 10.6% base parry, and 5.0% reduce from expertise)
Glancing Blow: 25% (default)
Critical hit: 11% (around a normal protection warrior crit rate)
Hit: 53.8% (100% minus everything above)
It should be noted that some special attacks use a two roll system. Notably rogue special attacks. I have not seen evidence or data to indicate whether or not warriors use a two roll system. This is not hugely important as our critical strike values are typically very low, and will not be radically diminished by a 2 roll multiplicative system.
VII e. Taunt and Focus Mechanics
Taunt does the following things:
* Taunt applies the taunt debuff. This debuff forces the mob to attack you for 3 seconds. If you “lose aggro” during those 3 seconds, the mob will not come off of you until the taunt debuff wears off. Taunts cast on top of your taunt will steal aggro based on who taunted last.
* Your threat is increased to the level of the previous target of the mob that you are taunting. This is a permanent change. You do not gain the threat of players who might have more threat than the current tank.
* You gain complete aggro on the mob at the instant you taunt. Usually you would need 10% more threat to gain aggro (see Focus, below), but a taunt gives you instant aggro on the mob. Of course if other people are generating significant threat on the mob, they could exceed your threat by more than 10% before the taunt debuff wears off, and will gain aggro as soon as it does. There is no limit to the amount of threat you can gain from Taunt.
Increasing your hit rating increases your chance for taunt and challenging shout to land on a target. It is currently believed that 1% hit (15.8 hit rating) raises your success rate with taunt by 1%.
Challenging shout and mocking blow have a similar forced attack debuff as Taunt (but their debuff lasts 6 seconds). However, these two abilities do not give the warrior the threat of the NPC’s previous target. They are temporary.
Focus
A mob will change focus to another target (or change aggro) if the following conditions apply:
A melee player needs to reach 110% of the threat of the current tank (or target of the NPC) to gain aggro. This 110% rule exists so that a mob does not rapidly ping-pong back and forth between players with similar aggro.
A player outside of melee range needs 130% of the current tank’s threat to gain aggro.
The 110% rule is based on proximity to the mob, and not the abilities a player is using.
Threat does not decay over time.
VIII. Maximizing your threat – Rotations and Decision making
VIII a. Threat from your abilities
The following are the raw values of threat before modifiers such as defiance or defensive stance (originally from WoWWiki):
Battle Shout +69 (rank - divided amongst targets
Cleave +130 (rank 6) - divided amongst targets
Commanding Shout +68 - divided amongst targets
Demoralizing Shout +56 (rank 7) - divided amongst targets
Devastate +106 + [14 * Sunder Count]
Also applies Sunder Armor threat when increasing the debuff stack
Disarm +104
Hamstring +181 (rank 4)
Heroic Strike +196 (rank 10)
Revenge +201 (rank
Improved Revenge (Stun) +25
Shield Bash +230 (rank 4)
Improved Shield Bash +??
Shield Slam +307 (rank 6)
Sunder Armor +301 (rank 6)
Taunt Sets threat equal to NPC's primary target (Section VII e.)
Thunder Clap Base threat is 1.75x damage done
VIII b. Rage Generation
Yellow attacks do not generate rage for a warrior.
Yellow attacks are not eligible to generate extra strikes from the effect of the windfury Totem
An exception is all on-next-attack abilities may proc windfury. This includes heroic strike, cleave, and any other on-next-attack abilities not listed here.
Outgoing white attacks (autoattacks and windfury procced attacks generate rage).
The equation for rage generation from outgoing damage is:
For a level 70, c = 274.7 (exact)
f = 3.5 for a main hand
f = 7.0 for a main handed crit
offhand values are half that of main hand values for f
d = damage
s = weapon speed
For a warrior wielding a 1.6 delay weapon, a 200 point hit will yield ~5.5 rage.
For a warrior wielding a 1.6 delay weapon, a 400 point crit will yield ~11.0 rage.
Basically the damage you deal doesn’t contribute a lot to your overall rage generation on harder bosses. Still, windfury totem is your best bet for generating additional rage, and therefore threat. The windfury totem procs will count as rage-generating swings.
Rage generation for damage taken is simply:
c = 274.7 at level 70
A 10,000 point hit on a level 70 warrior will yield 91 rage.
Unfortunately this rage is based on armor mitigated, or reduced damage. This means that as your armor improves, your rage generation will steadily decline. Set bonuses, and other stats often compensate for this basic design flaw. However, in very good avoidance and armor gear, tanks can get long strings of low damage or completely avoided hits, and become “rage starved.” In this situation a warrior’s threat per second (TPS) will drop to abysmal levels. If aggro is then lost, the warrior is often forced to taunt when possible, or reacquire aggro solely through rage obtained from outgoing white-melee damage (not a good situation.) For this reason, pulling aggro on a well-equipped warrior against an untauntable mob is typically a bad thing to have happen.
VIIIc. Skill Rotations
This section is dedicated to a warrior with shield slam, and devastate. I will add a section later for non-protection spec warriors attempting to tank.
This section will assume standard gear, and will not get into a discussion of what happens at extreme levels of gear (for instance 100,000 DPS weapons, or 1 million shield block value).
You can calculate your theoretical TPS using the TPS calculator provided by Punscho in this thread.
This section will assume unlimited rage – and a discussion of limited rage situations will be done on the following section.
A tanking warrior will be using the following abilities when generating threat:
Devastate (protection warrior talent)
Shield slam (protection warrior talent)
Revenge (revenge must follow a block, dodge, or parry, but we will assume it is always ready)
Heroic strike
Here is how these abilities break down in terms of threat per second:
Shield slam > Revenge > Heroic Strike > Devastate
In terms of threat per rage:
Revenge > Shield slam > Devastate > Heroic Strike
In all situations, if you have the rage to use revenge or shield slam before devastate, then you should.
The reason you simply cannot spam shield slam and revenge is that each have cooldowns.
Revenge has a 5 second cooldown.
Shield slam has a 6 second cooldown.
Devastate has a 1.5 second global cooldown.
Warriors have a 1.5 second global cooldown on their yellow-attack abilities (ignoring next-attack abilities such as heroic strike).
Therefore, in unlimited rage situations, you can only hit shield slam 1 out of every 6 seconds. Ideally you would want to hit it every 1.5 seconds for 4 shield slams every 6 seconds, but the cooldown prevents this from happening.
The goal therefore is to come up with rotations that last roughly 6 seconds in length. The problem is that in addition to the global cooldown, players have a latency that adds to their rotation. For instance, if you have a 250 ms latency, and you use 4 abilities, your rotation will be extended by 250ms * 4 or 1.0 seconds.
The 3 ability rotation:
Players with higher latency may want to consider using a 3 ability rotation:
Shield slam -> Revenge -> Devastate -> repeat
The total time for this rotation is .
Solving for latency here gives 500 ms. If you latency is over 500 ms, you will improve your TPS by shifting to the above 3 cycle rotation.
The 4 ability rotation:
Players with normal latency should use the 4 ability rotation under ideal circumstances:
Shield slam -> Revenge -> Devastate -> Devastate -> repeat
The total time for this rotation is .
If you have a 100 ms ping, this rotation will take you 6.4 seconds. There is some time lost, but it is better than 1.2 seconds of completely wasted time using a 3 cycle rotation for the same latency. Your latency is fixed, and rotations will not make that go away unless you go over 6 seconds early.
Also, because this is unlimited rage, you should be spamming heroic strike so that it is used on every single swing. In fact if you press heroic strike fast enough, you can even heroic strike on your windfury procs! This is not a joke: if you are a tanking warrior, sit in an ergonomic position so that you do not develop carpel tunnel syndrome due to button spamming.
In a perfect world, tanking is as easy as that. Of course you will also want to be hitting shield block when it comes off of cool-down.
The problem of tanking of course comes when you do NOT have unlimited rage. And this is what separates good tanks from great tanks, and will be discussed in the following section.
VIII d. Decision Making
Threat per Rage
There are only a handful of bosses in World of Warcraft that provide you with unlimited rage. Further, most of these high rage bosses do not pose any sort of threat crisis where other raid members have an opportunity to catch up to you in threat.
When you are in a high rage situation it is good to know how to establish an appropriate rotation. However, what is more important is to know what to do in a low rage, or medium rage situation.
In order to assist you in making these decisions, it is important to know the efficiency, and rage cost of all of your abilities.
I am assuming the warrior has focused rage (-3 rage to abilities)
Shield Slam: 17 rage
Revenge: 2 rage
Heroic strike: 12 rage (9 rage with improved heroic strike)
Devastate: 12 rage (9 rage with improved sunder armor)
A warrior who is setup for maximum aggro will have the improved heroic strike and improved sunder armor abilities. This is detailed in the later section about the Aggressive warrior stance.
This is how your tanking abilities break down in terms of threat per rage:
Revenge > Shield slam > Devastate > Heroic Strike
Heroic strike and devastate are approximately equivalent in terms of threat per rage in the most basic sense. The problem comes from the fact that heroic strikes consumes a rage generating white attack, since heroic strike does not generate rage unless it procs a white-damage windfury swing. This means the actual cost of heroic strike is the tooltip rage cost, plus the cost of rage LOST by not having a white damage attack. Furthermore, the actual threat gain from heroic strike is the threat of the heroic strike itself, minus the threat that would have been caused by the white damage attack that it replaced. This means that the threat per rage (or relative efficiency) of heroic strike is slapped twice, and it actually becomes a rather terrible ability to use in a low rage situation.
Only use heroic strike to burn off rage, period.
The following is a contribution to this guide made by Stampy <GLA>, it concerns the relative values of devastate and heroic strike in detail:
If, assuming we are talking about a warrior with 5/5 1h mastery, 0/2 impale, in defensive stance, and not crit capped:
G is your glancing blow rate
C is your crit rate
H is your hit rate (white)
H+G is the hit rate (yellow)
M is (1-Mob's armor mitigation)
D is 1 for dazed target, 0 otherwise
I is points in impale (likely entirely pedantic, but what the hell)
X is the average damage of a white swing
Expected White Threat per Swing, before threat modifier, is
X * M * (0.25G + 2C + H)
Expected Heroic Strike Threat per Swing is
(X+176+62D) * (G+H+(2+0.1*I)*C) * M + 196*(G+H+C)
Then Expected Heroic Strike Threat per Swing minus Expected White Threat per Swing is
(0.75*XG + (0.1*I)*XC + (176+62D)*(G+H+(2+0.1*I)*C))*M + 196*(G+H+C)
Expected Threat per Devastate* (5 sunders) is
(X/2 + 175) * (G+H+(2+0.1*I)*C) * M + 174*(G+H+C)
We can simplify the white->hs threat improvement and the devastate threat to (HS on top)
0.75XGM + (0+0.1*I)*XCM + 0.00XHM + (176+62D)*(G+H+(2+0.1*I)C)*M + 196*(G+H+C)
0.50XGM + (2+0.1*I)*XCM + 0.50XHM + ( 175 )*(G+H+(2+0.1*I)C)*M + 174*(G+H+C)
So, Additional HS threat - Devastate threat is
X*(0.25G-0.5H-2C)*M + (62D+1)*(G+H+(2+0.1*I)C)*M + 22*(G+H+C)
What does this mean?
It becomes clear that at a pretty low gear level, this will be negative, and maintaining devastate spam should is always a better use of rage than heroic strikes (as has been conventional wisdom for quite some time, and is being repeated here) -- even if they had the same rage cost.
0.5H + 2C > 0.25G in practice, so the first term is negative, and becomes more negative as average damage, crit, and hit rates increase.
The second term accounts for additional ability damage, 176+62D for HS, 175 for devastate. Heroic strike always wins on this, but on a non dazed target, this will never be more than 2. On a dazed target, it will never realistically reach 80.
The third term accounts for additional innate threat, 196 for HS, 174 for devastate. Again, HS wins, but only by a flat amount... 22 if we never miss.
The first term obliterates the second two in almost all cases, and it scales with damage to boot. This is a chart of the additional threat given by one devastate over the threat of one heroic strike minus the white threat the HS replaced, for various average weapon damages, and without or with daze.
Impale moves heroic strike up a little, but it still almost always loses, and impale is dumb for a tank anyways... the gains form impale tend to be lost back by the at least 2 points in cruelty you lose. I didn't feel it was useful to include it in the chart.
The conventional wisdom is right. Keeping up devastate spam takes priority over heroic strike, *always*, even if they had equal rage cost. The only time heroic strike even becomes a minor competitor to devastate is with a weak weapon and consistently dazed target. This only accounts for devastates after the fifth sunder; but since the first 5 do significantly more threat, they are a moot point.
Decision Making
You have 17 rage: Use shield slam if not on CD, else revenge, else devastate
You have 12(9 talented) rage: Use revenge if not on cooldown (CD), else devastate
You have 7 rage: Use revenge if not on CD, else shield bash
Yes, shield bash. Shield bash is an exceptional aggro talent. It is not worthy to be placed into a perfect 4-cycle rotation, but in low rage and decision making situations, it has a notable place.
Shield bash generates 230 base threat (by comparison shield slam is 307, revenge 201, heroic strike 196, and devastate 101). Each of these abilities also generates damage from the bonus damage of the ability. Shield bash has the lowest bonus damage of these abilities, and is the reason it has the lowest threat per second. However, it is not far behind.
In a situation where you have 7 rage, revenge is on cooldown, you are far better off hitting your shield bash button than waiting even half a second for enough rage to devastate. Time is threat, do not waste it waiting for a big hit, get that big hit on the next global.
Further, if this is a non-boss NPC, or a boss that can be dazed, shield bash will increase your heroic strike damage. Heroic strike damage is increased on dazed targets.
For each of the above circumstances you should not hit your heroic strike button unless there is the imminent threat of incoming damage that will increase your rage to a level that will absorb the rage required for the next heroic strike (HS) swing.
The type of boss you are fighting matters in this regard. If the boss generates low levels of threat, you should not bank on priming an HS and hoping that rage comes. You should use HS reactively. Losing a shield slam, or even a revenge to a heroic strike is a loss. However, if you suddenly get hit for 10k, and lose a heroic strike due to waiting for rage, you’ve also lost threat. The latter situation is slightly less common.
Basically, when it comes to HS, the question you need to ask is: can I use all of my rage up with devastate, shield slam, and revenge (and shield block if appropriate, which it likely is not if you’re having rage issues)? If you can say yes, do not bother with HS. In this case, use HS as a rage burn-off.
If the standard 3 tanking abilities are not sufficient to burn off rage, then apply HS as judiciously as possible to keep your rage in a manageable range. Do not let your rage sit at over 30 (HS+SS) unless you cannot burn it all fast enough. Incoming damage is stored as rage in your bar, therefore there should be room for that rage to be received. Having an aberrantly full rage bar means all rage over 100% is completely lost, meaning threat is lost. Remember rage management in a low rage situation extends not only to turning rage as efficiently as possible into threat, but not losing rage during the bursting periods if they exist.
Because of the potential to use shield bash, and not have enough rage to do ANYTHING, you will not be able to settle down into a perfect 4, or even 3-cycle rotation when it comes to low-rage tanking. You simply need to make choices on each, and every global cooldown. Less realistically is making decisions on when to HS. Treat it as a rage burnoff in low-rage situations, and don’t let yourself over-accumulate!
I would also recommend that you install unit frames that allow you to easily see your rage. I personally do not think the default unit frames do a good job of indicating rage, even when you adjust them to always show your rage. As a matter of personal preference, show your health and rage near the center of your screen, near most of the other important information, and be able to actually see the numerical value for your rage. This is similar to driving a car. You do not put your speedometer above your visor as does the default WoW GUI. You want to be able to watch cooldowns while watching rage if you are going to truly maximize your threat output.
IX. Maximizing your Mitigation – The Defensive Style
This section will detail how to get max mitigation from your warrior
IXa. Talent Choices
The first question you need to ask is if you will have the assistance of a warlock, or another warrior when it comes to debuffing your mob with demoralizing shout, and thunderclap. If the question is no, then I would recommend getting both improved demoralizing shout, and improved thunderclap for a max-mitigation tank.
Remember that a max mitigation tank is sacrificing some aggro, for max mitigation; in other words, taking as little damage as possible.
Improved demoralizing shout also allows for a raid to use curse of recklessness without many, if any repercussions (except when the mob has attack power multiplying abilities).
Here is a talent list for a warrior seeking max mitigation – this list is just a point to get started from:
Arms (8 points)
5/5 Deflection – 5% parry is one of your cheapest mitigation per talent point talents
3/3 Improved Thunder Clap – One of your best mitigation talents
Fury (10 points)
5/5 Cruelty – Nice ability for aggro and for tier 1 in this branch
5/5 Improved Demoralizing Shout – One of the best mitigation talents you can have
Protection (43 points)
5/5 Anticipation – 20 defense and tier 1
5/5 Shield Specialization – 5% to shield block, and opens improved shield block
5/5 Toughness – 10% increase to armor
1/1 Last Stand – non global cooldown ability for use in emergencies
1/1 Improved Shield Block – a second shield block, and 1 more second duration
3/3 Defiance – 15% additional threat, 6 expertise rating (exceptional talent)
3/3 Improved Sunder Armor - -3 rage on all devastates
2/2 Improved Taunt - -2 seconds on all taunts
1/2 Improved Shield Wall - +3 seconds on shield wall
1/1 Concussion Blow – a useful 5 second stun
3/3 Shield Mastery – 30% increase in damage absorbed by the shield
3/3 Improved Defensive Stance – 6% decrease in damage taken from spells
1/1 Shield Slam – critical tanking ability for aggro
3/3 Focused Rage – reduces the rage cost of all offensive abilities by 3
5/5 Vitality – increases strength by 10%, stamina by 5%
1/1 Devastate – replacement for sunder armor, adds weapon damage
Here is a link to this build on the Wowhead calculator (thanks Cluey!):
The Defensive Style
The debate on this spec would be centered around having improved taunt, improved shield wall, and improved sunder armor. Most of the other talents are a requirement for a max mitigation warrior. Improved 1HWS is a nice talent, but completely unnecessary for progression mode unless the boss requires an incredible threat ceiling (to which I have not yet seen outside of reliquary phase 2).
Improved taunt is a talent that some individuals do not like. Personally I think it is a wonderful tool, and very useful on trash. Keep in mind, trash takes up a lot of your night, and not having people die due to quicker taunts can certainly save you time. In Mount Hyjal improved taunt is very useful. However, improved taunt will not help on many bosses (although when it can help, it is incredibly powerful), so a true min/maxer may want to drop improved taunt in favor of improved shield wall or 1HWS on a singular boss.
I’ve chosen to put 3 points into improved sunder armor at the cost of improved shield wall and 1hws. If you are fighting a boss that offers high rage, you will want 1hws. For a boss that offers medium to low rage, improved sunder armor is dramatically superior for its improvement to threat per rage on devastate. These are issues of aggro though, so I believe in that sense the reader should decide how to spend their points.
The only talent here that really is going to improve your mitigation is improved shield wall. This one is also open to debate as we’re talking 2 to 5 more seconds of shield wall, an ability stuck on the global cooldown (which is horrible). Usually, shield wall is reserved as a tool to save yourself from a bad situation, not a proactive counter-measure. I personally like improved shield wall very much, but outside of Maexxna I would be hard pressed to prove that it has ever “saved” one of our raids.
IX b. Skill decisions:
Debuffing a mob yields incredible returns of mitigation:
Improved thunderclap: This ability will slow the melee swing timer of the boss by 20%. This ability should always be up on a boss mob.
Improved demoralizing shout: This will lower the attack power of the mob by 420 AP.
According to recently gathered data indicated throughout this post attack power reduction affects mobs in a non-linear manner:
-210ap -- 13.9% reduction
-300ap -- 17.7% reduction
-510ap -- 18.55% reduction
Assuming linearity between 0ap to -210ap and -210ap to -300ap and -300ap to -510ap:
0.066% damage reduction per -1ap between 0 to -210
0.042% damage reduction per -1ap between -210 to -300
0.004% damage reduction per -1ap between -300 to -510
It would appear that either the boss used to gather this data, The Lurker Below, had between 300-510 AP, or that there is a diminishing return on -AP abilities.
However, there is damage reduction seen in going from -300 AP to -510 AP. Therefore, points in improved demoralizing shout “do not hurt.” Further, improved demoralizing shout will allow a guild to apply curse of recklessness safely, as it increases an NPC’s attack power. The assumption is that without curse of recklessness you are improving a boss’s damage output exponentially faster if improved demoralizing shout is not applied, as you push the boss’s attack power back into the more dangerous AP ranges.
Before TBC, the general consensus was that Improved demoralizing shout reduced a boss’s melee output by roughly 30%. In TBC most data tends to point between a 14.5% and 20% reduction in total damage. It is also likely that some bosses have more AP than others, and can receive a larger damage reduction from improved -AP talents.
I recommend that you run a mod, such as NECB that can track your demoralizing shout and thunderclap timers. It is immediately noticeable when either, or both of these abilities fall off of a heavy-hitting boss. Keeping these debuffs applied is night-and-day when it comes to tanking, and will vastly improve your mitigation far beyond any single piece of gear.
Shield block and ra |
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yonk ruf mich an ! Sven F. Lünen Tel :
Joined: 06 Jun 2006 Posts: 100075 Location: Lünen
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Posted: 22.01.2008, 11:22 Post subject: |
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da fehlen noch die bilder
ich schau mal ob ich das hinbekomm ... und HF beim lesen ^^ |
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Izhak Low Spammer

Joined: 07 Jun 2007 Posts: 100004
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Posted: 22.01.2008, 11:25 Post subject: |
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und is net mal komplett kopiert , weil zu lang...
is halt ne bibel für prot tanks xD
lies dir's halt zu hause durch, caila.... _________________
[23:25:28] (Riot|Sospita) morgen log ich ein und seh plötzlich aus wie izhak |
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yonk ruf mich an ! Sven F. Lünen Tel :
Joined: 06 Jun 2006 Posts: 100075 Location: Lünen
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Posted: 22.01.2008, 11:28 Post subject: |
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wenn erwünscht werd ich das hier komplett machen aber nur wenn, weil hab kein bock mir die arbeit zu machen und am ende hör ich so sprüche wie "boah kein bock zu lang" "ahne rechnen und so" "ach egal spiel eh mit pfeiltasten!"
woll! |
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FragCool Low Spammer
Joined: 03 Apr 2007 Posts: 100003
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Posted: 22.01.2008, 12:09 Post subject: |
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So bin durch...
Im großen und ganze ziemlich ok was er da schreibt, aber nicht viel neues, aber das neue bringt wohl auch einiges
Der Shielbash ist für mich immer untergegangen, aber er hat wohl Recht, ich versuch den in meinem Cycle noch einzubauen für Max Aggro.
Er hat auch das Parry Problem gut erklärt.
Das aber dank Waffenspezialisierung schon deutlich besser wurde.
Kernaussage maxmiere die Chance das der Gegner dir nicht ein Parry vor den Latz knallst und dein Incoming Dmg wird geringer...
Darum tank ich z.B. noch immer mit den Kolben aus SSC und nicht mit dem Schwert aus Hyjal.
Weiters sind noch ein paar andere Punkte drinnen die für die ganze Gilde interressant wären.
Ich glaube von mir behaupten zu können noch nie die Healer angeschrien zu haben, ich habe wohl darauf hingewiesen das kein Heal kam, aber nicht das automatisch deswegen die Healer schuld sind.
Auch bin ich eigentlich immer Vorbereitet (Spec + Bufffood)
Aber jetzt kommts, das erwarte ich auch von anderen, und das ist wohl der Grund warum ich ab und zu mit einigen aneinander gerate.
Ich erwarte (wenn möglich) eine Vernünftige Tankgroup und das auch alles gebuffed ist was möglich ist.
Ein Pala der die Konzentrationsaura an hat bringt mir in der Tankgroup nichts
Ein Mage, Schurke, Priester (wenn es nicht um Groupspell gehts), oder DuDu in normalform bringt mir nichts.
Ich versuche auf die Raidleader zu hören und da ich das schon gemacht habe weiß ich was das für eine Scheiß hackn sein kann.
Ich mische mich nicht ein wenn es darum geht Dmg zu machen solang es nicht um Aggro geht und Heal ist mir eigentlich auch Wurscht.
Aber wenn es um Tanken geht, versteh ich was davon, genauso wie Golar und Rohall und Jip!!!
Und da könnte zeitweise ein bißchen mehr auf uns gehört werden, anstatt uns auf ignore zu setzen!
Aber danke nochmal Izhak das ist wirklich nicht schlecht, ich werde das morgen gleich ausprobieren mit dem Shielbash
Achja und mein Verwüsten - Rache Makro funktioniert wunderbar, das könnt ihr ja auch mal ausprobieren. _________________ Einmal raiden ohne sich jeden Buff erstreiten zu müssen... |
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Guest
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Posted: 22.01.2008, 14:28 Post subject: |
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| hm les immer nur "CAILA MACHT MASSTAUNT" |
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FragCool Low Spammer
Joined: 03 Apr 2007 Posts: 100003
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Posted: 22.01.2008, 14:41 Post subject: |
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| Meme wrote: | | hm les immer nur "CAILA MACHT MASSTAUNT" |
Das Makro muss ich mir noch mal anschauen, das hackt irgendwie.
Ab und zu drücke ich öfters weil mir noch Wut fehlt (Brauch imho 7-10 Wut (Speccungsabhängig))
Aber ganz so oft sollte es eigentlich nicht kommen, wie es grad tut  _________________ Einmal raiden ohne sich jeden Buff erstreiten zu müssen... |
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Rohall Low Spammer
Joined: 30 Jul 2006 Posts: 100003
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Posted: 22.01.2008, 21:25 Post subject: |
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| pff ich spiel mit pfeiltasten |
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FragCool Low Spammer
Joined: 03 Apr 2007 Posts: 100003
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Posted: 23.01.2008, 09:15 Post subject: |
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Ich glaub ich hol mir Fußpaddles die normal bei Flugsims für das Seitenruder verwendet wird, und steuer damit vor und zurück.
So kann ich wasd noch anders belegen, brauch fürs movement auf der tastatur nur mehr q und e und hab den Rest für Makros frei  _________________ Einmal raiden ohne sich jeden Buff erstreiten zu müssen... |
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